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-Tier | Levels | Focus: The PM's Role | Core Rule Sets Unlocked |
| I. Hero | 1–25 | Local 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. Champion | 26–50 | Regional 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. Epic | 51–75 | Sovereign 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. Mythic | 76–100 | Island 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 Sentinel | Frontline Defender: Absorbs damage and protects the core group. |
| 2. | The Rogue Runner | Spy/Messenger: Infiltrates enemy lines and ensures vital communication. |
| 3. | The Emissary | Diplomat/Morale Officer: Maintains inter-Kindred cohesion and negotiates external threats. |
| 4. | The Engineer | Builder/Trap Setter: Designs and constructs physical defenses (Fortification/Tech). |
| 5. | The Artificer Alchemist | Potion/Cure Specialist: Creates powerful healing salves, antitoxins, and chemical agents. |
| 6. | The Mystic | Spiritual Anchor/Channeler: Provides basic magical support and healing. |
| 7. | The Knight | Elite Protector: Embodies honor, commands troops, and defends high-value targets. |
| 8. | The Mercenary | Strategic Fighter: Versatile, professional combatant for high-risk capture/kill missions. |
| 9. | The Trade Sheriff | Law/Trade Enforcer: Upholds economic order, investigates trade crimes, and collects necessary taxes. |
| 10. | The Bard | Keeper of Morale: Inspires allies and uses social lore to solve non-combat threats. |
| 11. | The Barbarian | Primal Shock Trooper: Uses ferocity and rage to overwhelm foes and ignore pain. |
| 12. | The Shaman | Nature Conduit/Healer: Draws on nature spirits for cleansing and localized magic. |
| 13. | The Taskmaster | Logistics Enforcer: Ensures efficiency, resource allocation, and labor discipline. |
| 14. | The Grave Singer | Chaotic Necromancer: Raises minor dead for labor/protection and provides unsettling distraction. |
| 15. | The Greensong Minstrel | Morale 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 Samurai | Martial Warrior: Noble warrior bound by Bushidō; disciplined fighter. |
| 18. | The Ninja | Covert Agent: Master of stealth, espionage, and assassination. |
| 19. | The Wujin | Elemental Caster: Master of East Asian elemental and chi-based magic. |
| 20. | The Kitsune | Illusion Master: Fox spirit specializing in deception, illusions, and fire magic. |
| 21. | The Tanuki | Deceptive 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)
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)?).
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).
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.
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)
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.
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.
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)
| Lvl | Defensive/Combat MAST Gained/Upgraded | Legacy Artifact Progression (Shield/Hammer) |
| L1 | Shield Bash (Core Attack) | Shield Bash Damage: 1d6 (Increases by 1d6 every level). Aura of Warding Range: 5 feet. |
| L3 | Ignore 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. |
| L5 | Roar of Lost Tygeria (Core Ability) | Aura of Warding Range: 25 feet (5 feet times Lvl 5). Hammer Damage: plus 2d6. |
| L10 | Fearless Charge (MAST) | Dynamic Defense (L10 Passive: Shield grants plus 2 AP against missile attacks). Aura of Warding Range: 50 feet. Hammer Damage: plus 3d6. |
| L25 | Shroud Resilience (MAST) | Magic Absorption II: (L25 Upgrade: Negate magic damage is now 2/day). Aura of Warding Range: 125 feet. Hammer Damage: plus 5d6. |
| L50 | Continuous Advancement | Shield Bash Damage: 50d6. Aura of Warding Range: 250 feet. Hammer Damage: plus 8d6. |
| L75 | Continuous Advancement | Magic Absorption III: (L75 Upgrade: Negate magic damage is now 1/combat). Aura of Warding Range: 375 feet. Hammer Damage: plus 12d6. |
| L100 | Mythic Defender Apex | Legacy 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)
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)
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)
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
| Feature | Detail 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 Type | Talent Name | Description | Related Attribute |
| Skill | Basic Engineering | Understanding of structural integrity, basic mechanics, and common construction materials. | IQ |
| Skill | Field Assembly | Quickly building small, temporary structures or traps from available materials. | DEX |
| Skill | Demolitions | Safe handling and controlled use of explosives or other destructive forces. | IQ |
| Aptitude | Gadgetry | Creating small, non-magical, single-use devices (smoke bombs, grappling hooks, rudimentary locks). | DEX |
| Mastery | Advanced Schematics | Creating complex blueprints for larger projects or more intricate devices. | IQ |
| Skill | Monster Lore (Constructs) | Knowledge of creating/handling animated objects, golems, or other constructs (relates to Monsters! Monsters! rules). | IQ/WIZ |
| Aptitude | Trap Disarming | Superior skill on saving rolls involving disarming mechanical traps. | DEX |
| Aptitude | Device Crafting | Superior 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.
| Level | Key Features & Talents Gained | Notes |
| 1-5 | Basic 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. |
| 6-10 | Demolitions (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". |
| 11-20 | Basic 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. |
| 21-30 | Demolitions (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. |
| 31-40 | Basic 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. |
| 41-50 | Demolitions (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. |
| 51-60 | Basic 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. |
| 61-70 | Demolitions (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. |
| 71-80 | Basic 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. |
| 81-90 | Demolitions (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. |
| 91-100 | Master 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
| Feature | Detail 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):
| Attribute | Dwarf 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 Mechanic | Level | Rule & Application |
| Advancement Cost | L1–L100 | 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 | L1–L100 | The Dwarf Miner/Engineer's Level is always determined by the score of their single highest attribute. |
| SR Difficulty | L1–L100 | The target number for Saving Rolls increases by +5 per character level. |
| L1 Ability: Warrior's Armor | L1 | The Dwarf's worn armor doubles its hit capacity (Armor Adds) when defending in combat (Warrior bonus). |
| MAST: Basic Engineering (L1) | L1 | Skill: Can make Level 1 SR for basic structures/repairs (INT or DEX check). |
| MAST: Demolitions (L1) | L1 | Skill: Can use simple explosives for L1 SR tasks related to mining and excavation (IQ check). |
| L10 Ability: Tunnel Resilience | L10 | The 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 Artisan | L20 | MAST: Gains a +3 bonus to DEX SRs when crafting metal items (weapons, tools, locks) due to specialized training. |
| L50 Ability: Deep Earth Synthesis | L50 | Mastery: 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–L100 | The 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 Mechanic | Rule & Application |
| Creation Check | Item creation requires an Intelligence SR; failure means the device malfunctions or the materials are wasted. |
| Creation Limits | An 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
| Feature | Detail 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 Name | Level | Rule & Application |
| Feline Grace | Passive | +1 bonus to all SRs vs. Dexterity. |
| Darkvision | Passive | The 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 Intervention | Active (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 Milestones | Title | Approximate AP Needed (Cumulative)* | Key Abilities/Progression Notes |
| L1 | Initiate | 0 | Starts with all L1 Spells (requires INT 10, DEX 8). |
| L2-4 | Acolyte | 100 | Can purchase all L2 Spells (requires INT 12, DEX 9). SR target number increases (Level 2 SR TN = 25 + attribute). |
| L5-8 | Priest/Priestess | 300 | Can purchase all L3 Spells (requires INT 14, DEX 10). |
| L9-49 | Prophet/Prophetess | 1,000 | Can purchase all L5 Spells (requires INT 18, DEX 12). |
| L50 | Divine Vessel | 4,500 | Can purchase all L10 Spells. |
| L51–L98 | Celestial Manifestation | Varies | Near-mythic power; attributes can reach superhuman levels. |
| L99 | Avatar of the Cat Goddess | Varies | Can cast L100 spell (Born Again). Access to Mythic abilities begins. |
| L100+ | Transcendent Divinity | Varies | Can 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.
| Name | Level | Cost (WIZ) | T&T Effect & Description | Power Up Note |
| Bastet's Shadow Cloak | L1 | 4 | Grants 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 Fervor | L2 | 12 | Attack: 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 Forgetfulness | L2 | 10 | Target 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 Scarab | L1 | 6 | Summons 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) | L3 | 20 | Caster 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 Command | L3 | 15 | (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) | L5 | 35 | Heals 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'at | L7 | 60 | Attack: 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) | L8 | 80 | All 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 Shield | L10 | 100 | Caster 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 Strike | L51 | 170 | Divine 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) | L100 | 308 | Creates 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 Goddess | L101 | 1000 | ULTIMATE 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 Name | Type | Rule & Application |
| The Staff of Sekhmet | Artifact Weapon / Focus | Mechanics: 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 Resurrection | Ultimate Focus | Function: 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 Reference | Aspect 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.
1. Attribute Stacking: The Mythic PM Calculation
2. Core Archetype Features and Initial Setup
| Feature | Detail and Rules |
| Kindred Focus | Cymric Tygerian (Primary Kindred). This Archetype represents the absolute military elite. |
| Class Focus | Warrior or Paragon (for divine magic access). |
| Base Armor & Weapons | Weapons: Lance (10d6), Morningstar (7d6). Armor: Heavy Plate (40 Hits), Tower Shield (12 Hits). |
| Average Combat Total | 53 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 Weapon | Lightning 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 Milestone | Ability Name (MAST Integration) | Rule & Application |
| L1 (Talent) | Were-Tiger Form | The 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 Vow | Gains +5 to all CHR SRs when challenging an enemy leader to single combat. |
| L1 (MAST) | Divine Health | The Knight is permanently immune to all diseases, of any origin. |
| L3 | Unbreakable Guard | Once per day, designates an ally within 10 feet. That ally instantly gains 10 temporary CON (Hit Points). |
| L6 (MAST) | Aura of Courage | The 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). |
| L78 | Battlefield Dominance | Allows the use of Inspire, Embolden, and Demoralize in the same round (gained when STR reaches 78). |
4. Paladin Spell List (Clerical/Divine Magic)
Tygerian Mount: The Grinx’qaat (Sabretooth Tyger)
5. Artifact Weapons (Knight Exclusive)
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)
| Feature | Detail and Rules |
| Role in the Valley | Mercenary (Strategic Combat) + Bounty Hunter (MAST Focus). The professional tracker and capture specialist. |
| Kindred Focus | Any listed for playable monsters from MoZ or MM 2.7 or HH. |
| Attribute Focus | ST, DEX, LK. |
| M!M 2.7 Benefit | Iron-Flesh Hide: Natural armor equivalent to light leather (DR 2). |
2. Core Archetype Features and Setup| Feature | Detail and Rules |
| Class Focus | Mercenary (Strategic Combat) + Bounty Hunter (Talent Focus). |
| Kindred Focus | Cymric Tygerian (Primary). |
| Average Combat Total | High 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 MechanicsThis 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 Mechanic | Level | Rule & Application |
| Calculated Edge (Mercenary Core) | L1 | Gains 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) | L3 | If the Mercenary takes damage in a combat round, they may make one additional attack against the attacker immediately. |
| Bounty Hunter's Insight (New Talent) | L1 | Tracking: 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) | L3 | Capture 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) | Unique | When 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.
| Mechanic | Rule & Application |
| 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 (e.g., raising a STR of 20 to 21 costs 200 AP). |
| Level Increase | The Mercenary's Level is always determined by the score of their single highest attribute. |
| MAST/Abilities | The 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 Difficulty | The target number for Saving Rolls increases by +5 per character level. |
| Attribute Increases | Continues 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 Name | Related Attribute | Bonus/Effect | Archetype Relevance |
| Silent Paws | DEX / SPD | Gain a +3 bonus to DEX SRs when moving silently or attempting to track an enemy without being heard. | Rogue Runner, Bounty Hunter |
| Iron Grip | STR | Gain a +2 bonus to STR SRs when attempting to grapple, restrain, or prevent a target from escaping once captured. | Mercenary, Taskmaster |
| Night Stalker | LK / INT | Gain a +1 bonus to all SRs made in dim light or darkness. | Bounty Hunter, Barbarian |
| Vicious Bite | ST | Natural bite/claw attacks gain +2 Adds when the target is restrained or prone. | Sentinel, Barbarian |
| Resilience to Chaos | CON | Gain a +1 bonus to CON SRs against the chaotic effects of low-level Gremlin magic or disorientation effects. | All Kindred |
| Forced Entry | ST / DEX | Allows 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 Bounty | CHR | Gains a +3 bonus to CHR SRs when negotiating the payment, terms, or conditions of a capture/delivery mission. | Mercenary, Emissary |
| Field Restraint | DEX / IQ | Specialized 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 Herbalism | INT | Knowledge 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 Name | Type | Rules & Application |
| Chain of Judgement | Weapon 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
| Feature | Detail and Rules | Role in the Valley |
| Role in the Valley | Investigator, Social Face, Law Enforcer, and Tax Collector. They are agents upholding the Great Law of Trade for the established sovereign. | — |
| Required Species | Any Kindred (Must be plausible to serve a lawful, organized community). | — |
| Alignment | Typically Lawful (Neutral or Good). | — |
| Core Attributes | High CHR (for invoking authority), high INT (for investigation and legal codes), and decent CON (for the rigors of travel). | — |
| Starting Equipment | Sheriff's Insignia, Fine Clothes, Thieves' Tools, Ledger & Ink, and a Gray Cloak. | — |
II. Progression Framework (Structural Rules)
| Mechanic | Rule & Application |
| 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 Sheriff'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. DETAILED MASTERY PROGRESSION (Lvl 1–L100 Milestones)
| MAST Level | MAST Skill/Talent Unlocked | Description |
| L1 | Sheriff's Insignia | Gain the badge and Fine Clothes. Required for Invoking Authority. |
| L5 | Basic Investigation | plus 1 bonus on any INT or WIS check/save when investigating a crime scene or tracking common trade goods. |
| L10 | Local Contacts I | Spend 1 to 9 silver to find a contact for rumors in a known jurisdiction (once per adventure). |
| L15 | Invoking Authority I | Roll 3d6 and drop the lowest (Advantage) on CHR checks/saves when dealing with low-level officials. |
| L20 | Trade Language I | Learn one additional language (e.g., Northern Zimralian or Elven Trade Speak). |
| L25 | Thieves' Tools I | plus 1 bonus using Thieves' Tools on commercial targets (chests, cages) via DEX or INT check. |
| L30 | Deeper Investigation | Bonus from Basic Investigation improves to plus 2 for common trade-related checks. |
| L35 | Access Permission I | Narrative permission to access low-security restricted areas (warehouses, non-magical evidence lockers). |
| L40 | Trade Knowledge | plus 1 bonus on INT checks related to identifying forged documents, counterfeits, or illegal tariffs. |
| L45 | Local Contacts II | Cost to find a contact is reduced to 1 to 5 silver pieces, and the contact is slightly more reliable. |
| L50 | Requisition I | Once per week, you may requisition basic, non-magical supplies (rations, horses) from local authorities. |
| L55 | Invoking Authority II | Advantage applies to mid-level officials (e.g., Captains of the Guard, Merchant Guild Masters). |
| L60 | Expert Investigation | Bonus for trade-related checks improves to plus 3. You may re-roll one failed investigation check per adventure (must take the new result). |
| L65 | Trade Language II | Learn a second additional language relevant to trade routes. |
| L70 | Access Permission II | Access medium-security restricted areas (e.g., magistrate's private office, high-value customs offices). |
| L75 | Thieves' Tools II | Bonus when using Thieves' Tools on commercial targets improves to plus 2. |
| L80 | Master Negotiator | plus 1 bonus on all CHR checks/saves when dealing with known merchants, guild members, or tax officials. |
| L85 | Local Contacts III | Find a contact for free, and they can offer information of minor strategic value. |
| L90 | Requisition II | Requisition minor magical aid (e.g., a one-use healing potion) from local law enforcement assets, once per adventure. |
| L95 | Invoking Authority III | Advantage applies even when dealing with minor nobles or powerful regional figures (e.g., a Baron's Deputy). |
| L100 | Supreme Warden | Mythic 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 Name | Type | Rules & Application |
| Artifact Sheriff's Badge | Artifact (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 Cannon | Weapon 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 Draw | L10 | Make a L2 DEX SR (Target 25) to draw and fire at the start of a combat round, gaining initiative. |
| Legacy Ability (L20): System Shutdown | L20 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
| Feature | Detail 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) | Level | Rule & Application |
| Storytelling/Saga-Singing | L1 | Can use this for a CHR SR to earn hospitality or calm a hostile, non-Kindred crowd. Success can be leveraged to open negotiations. |
| Courtly Intrigue | MAST | Skill in navigating social hierarchies and uncovering secrets. Allows the Bard to make an INT SR to detect deception during interrogations or testimony. |
| Languages (Linguist) | MAST | Automatically 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) | MAST | If 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.
| Mechanic | Rule & Application |
| EP Requirement | Follows 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 Improvements | Natural 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 Name | T&T Name | WIZ Cost (Base) | T&T Effect & Description (Bardic Flavor) |
| Charm Person | "Yassa Massa" | 5 WIZ | Target 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 WIZ | Affects one opponent, who falls asleep for 1d6 turns if they fail an INT SR vs. the caster's level. |
| Vicious Mockery | "Cutting Remark" | 1 WIZ | Deals 1d6 damage to the target. No save, but only affects creatures with an IQ of 3 or higher. |
| Cure Wounds | "Poor Baby" | 3 WIZ | Heals 1d6 CON points of damage on a target. Cannot be used in combat. |
| Light/Dancing Lights | "Shine On" | 1 WIZ | Creates 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 WIZ | Creates 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 WIZ | Instantly opens a mundane or magically locked door or container. Bypasses Lock Tight spells of equal or lower level. |
| Invisibility | "Hidey-Hole" | 6 WIZ | Makes the target invisible for 1 turn per level, or until they perform a hostile action. |
| Suggestion | "Serenade" | 8 WIZ | The 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 WIZ | All 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 WIZ | The caster can understand and be understood by any sentient creature for 1 hour. |
| Dispel Magic | "Dis-Spell" | 10 WIZ | Ends 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
| Feature | Detail and Rules |
| Narrative Role in the Valley | The embodiment of rage and natural ferocity. They are shock troopers, ignoring pain to demolish the line of Shroud monsters. |
| Kindred Focus | Saxon Werewolf, Cymric Tygerian (Kindred with high native STR and CON). |
| Attribute Focus | STR (Raw Fury/Damage), CON (Endurance). |
| Armor Restriction | The Barbarian cannot wear manufactured armor to utilize their rage abilities (natural hide/fur is their only protection). |
| M!M 2.7 Benefit: Unchecked Fury | When 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 Name | Level | Rule & Application |
| Primal Rage (Core Ability) | L1 | The 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) | L1 | When 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) | L2 | Unlocks 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) | L2 | Unlocks 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 Apex | L100 | The 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
| Mechanic | Rule & Application |
| 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 Barbarian's Level is always determined by the score of their single highest attribute. |
| SR Difficulty | The target number for Saving Rolls increases by +5 per character level. |
B. Mastery Unlocks Schedule (MAST Milestones)
| Level | Ability Category | MAST/Legacy Ability Gained or Upgraded | Rule & Notes |
| L1 | Core | Primal Rage and Damage Shrug-Off. | Core combat state is established. |
| L2 | Core | Raging Strength OR Raging Vitality unlocked as a choice. | Choice of permanent rage path unlocked. |
| L3 | MAST | Ignore Pain (L3 CON SR to remove physical debuff, Target 30). | First specialized physical ability gained. |
| L5 | MAST | Rage Choice Solidified. | The choice made at Lvl 2 becomes permanent. |
| L10 | MAST | Fearless Charge (L4 CHR SR penalty for enemies in path). | Unlocks battlefield control ability. |
| L15 | MAST/Legacy | Improved Critical (Critical hit on natural roll of 5 or 6). Legacy Ability: Dual Attack (Passive: extra attack roll). | First Legacy Weapon power unlocked. |
| L25 | MAST | Shroud Resilience (Adds Level Bonus to all WIZ SRs vs. mental effects). | Resistance to the Valley's psychological effects begins. |
| L35 | MAST | Savage Healing (1/day: Out-of-combat heal for 5d6 CON). | Significant self-healing ability unlocked. |
| L50 | MAST/Legacy | Mythic 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. |
| L75 | MAST/Legacy | Wild 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. |
| L100 | Primal Apex | Primal 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 Name | Type | Rules & Application |
| Axe of Endless Fury | Two-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 Attack | Passive | When 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 Fury | Passive | Self-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 Whirlwind | Active (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.
| Attribute | Jungle Troll Multiplier | Notes |
| STR (Strength) | x 2.75 | Strong due to size and six limbs. |
| CON (Constitution) | x 3 | High resilience and body mass drive regeneration. |
| DEX (Dexterity) | x 1 | Average agility; hindered by size/limb count. |
| SPD (Speed) | x 2 | Faster than average due to six limbs. |
| INT (Intelligence) | x 0.5 | Lower due to non-technological nature. |
| WIZ (Wizardry) | x 0.75 | Slight magical resistance. |
| CHR (Charisma) | x 4 | High presence (six eyes/limbs) but low social grace. |
| LK (Luck) | x 2 | Natural luck/instinct for survival. |
2. Shaman Profession and Core Rules
| Feature | Detail 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 Name | Level | Rule & Application |
| Feline Grace | Passive | +1 bonus to all SRs vs. Dexterity. |
| Darkvision | Passive | The 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 Intervention | Active (Level 20+) | Once per week, the character can call upon the Cat Goddess for aid. |
| Level 3 Ability: Cleansing Ritual | L3 | The 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 Name | Type | Rules & Application |
| Staff of the Delta Mists | Weapon/Focus (Magic Staff) | Damage: 2d6 + 4 Adds. Requires WIZ to use effectively. |
| Special Rule: Mist Channel | Passive | The 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 Weaver | Active (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): Tanglefoot | Active (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.
| Level | MAST Skill/Talent Unlocked or Upgraded | Legacy Weapon Unlock (Staff of the Delta Mists) | Troll Regeneration Multiplier |
| 1–4 | Bodeleaf Herbalism (L1 INT SR to identify/prepare basic healing salves). | — | times 1 (Base Rate) |
| 5 | Focused Healing MAST: Bodeleaf salve can now heal 1d6 CON damage per successful application. | — | times 1 |
| 10 | Six-Legged Charge MAST (knockdown risk). Spirit Calming MAST (1/day: Lvl 4 CHR SR to calm hostile nature spirit/animal). | — | times 1 |
| 15 | Nature'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 |
| 20 | Humidity Sense MAST: Always know exact positioning of creatures within 30ft in mist/swamp (ignores sight penalties). | — | times 1 |
| 25 | Troll Regeneration Doubling (Tier 2 Unlock). | Legacy Ability: Tanglefoot (Active 1/combat, L3 WIZ SR to immobilize 1 target for 1 round). | times 2 (Doubles) |
| 30 | Master 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 |
| 35 | Troll Shamanism: WIZ attribute counts as times 1 for spell resistance checks (ignoring the times 0.75 penalty) permanently. | — | times 2 |
| 40 | Natural 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 |
| 50 | Troll 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) |
| 60 | Mass Healing Salve MAST: Bodeleaf salve can now affect 1d3 targets at once. | — | times 3 |
| 70 | High-Speed Evasion MAST: Gains a permanent plus 2 bonus to SRs against single-target missile attacks while moving. | — | times 3 |
| 75 | Troll Regeneration Quadrupling (Tier 4 Unlock). | — | times 4 (Quadruples) |
| 80 | Elemental 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 |
| 90 | Uncanny Luck MAST: LK attribute regenerates 1 point per turn (up to maximum). | — | times 4 |
| 100 | Primal Resilience Apex: Troll gains Final Mastery over Regeneration. | — | times 5 (Maximum) |
FINAL ASSESSMENT: POWER LEVEL IN ZIMRALA (Level 100)
| Feature | Mythic Rule (Lvl 100) | Note on Power Level |
| Regeneration Apex | Troll 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 Apex | The 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
| Feature | Detail and Rules |
| Role in the Valley | Logistics Enforcer, Prisoner Manager, and Resource Allocator. Tasked with overseeing Endangered Servants and managing the treasury (money/supplies) as a Steward/Chief Administrator. |
| Kindred Focus | Saxon Werewolf, Roman Egyptos Human. |
| Attribute Focus | ST (Physical Authority), IQ (Organization/Efficiency), CHR (Stewardship/Authority). |
| M!M 2.7 Benefit: Master's Whip | Gains an automatic +5 bonus to any ST SR made for intimidation, breaking down barricades, or forcing a door open. |
| Structural Rules | Advancement 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 Level | MAST Skill/Talent Unlocked | Description |
| L1 | Supply Ledger | You start with a detailed Ledger and Ink. Required for Resource Allocation checks. |
| L5 | Basic Administration | +1 bonus on any INT or CHR check/save when dealing with resource allocation, inventory, or calculating levies. |
| L10 | Local Contacts I | Spend 1 to 9 silver to find a contact for rumors about local supplies or servant unrest (once per adventure). |
| L15 | Stewardship I | Roll 3d6 and drop the lowest (Advantage) on CHR checks/saves when negotiating supply acquisition or collecting taxes/levies from low-level vendors. |
| L20 | Logistics Planning | Learn the Northern Zimralian language for logistics, or one additional trade language. |
| L25 | Resource Allocation | +1 bonus using INT or LK checks on managing bulk supplies (e.g., preventing spoilage, minimizing losses). |
| L30 | Deeper Inventory | Bonus from Basic Administration improves to +2 for common administrative checks. |
| L35 | Access Permission I | Narrative permission to access low-security restricted areas (warehouses, non-magical storage). |
| L40 | Trade Knowledge | +1 bonus on INT checks related to identifying forged documents or assessing market value. |
| L45 | Local Contacts II | Cost to find a contact is reduced to 1 to 5 silver pieces, and the contact is slightly more reliable. |
| L50 | Requisition I | Once per week, you may requisition basic, non-magical supplies (rations, horses) from local administrative authorities. |
| L55 | Stewardship II | Advantage applies to mid-level officials (e.g., supply Captains, Resource Guild Masters). |
| L60 | Expert Administration | Bonus for supply-related checks improves to +3. You may re-roll one failed administrative check per adventure. |
| L65 | Trade Language II | Learn a second additional language relevant to trade and supply routes. |
| L70 | Access Permission II | Access medium-security restricted areas (e.g., administrator's private office, high-value storage). |
| L75 | Resource Control | Bonus when conducting resource checks improves to +2. |
| L80 | Master Steward | +1 bonus on all CHR checks/saves when dealing with major suppliers or tax officials. |
| L85 | Local Contacts III | Find a contact for free, and they can offer information of minor strategic value. |
| L90 | Requisition II | Requisition minor magical aid (e.g., a one-use healing potion) from local administrative assets, once per adventure. |
| L95 | Stewardship III | Advantage applies even when dealing with minor nobles or powerful regional supply figures. |
| L100 | Supreme Steward | Mythic 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 Name | Type | Rules & 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 Compliance | Active (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 Labor | Active (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 Breaker | Active (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 Archetype | Base Archetype Replacement | Unique 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
| Feature | Detail and Rules |
| Role in the Valley | Chaotic Necromancer and Performer. Raises minor dead for labor/protection and provides unsettling distraction. |
| Kindred Focus | Pict Gremlin, Roman Egyptos Human (suited for high INT/DEX). |
| Attribute Focus | WIZ (Necromancy), CON (Survival), DEX (Rogue skills). |
| M!M 2.7 Benefit: Unsettling Chorus | Gains 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.
| Attribute | Black 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 |
| Statistic | Value | Notes |
| Monster Rating (MR) | 35 (CON 35) | Base MR due to magical affinity. |
| Special Abilities | Magic 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.
| Lvl | Necromancy/Control Progression | Bardic/Performance MASTs | Spell Access | Legacy Progression |
| 1–2 | Raise the Family (1/day, 1d3 MR 50 Skeletons or 1d2 Ghouls for 1 hour, 10 ST cost). | Rogue Talents Unlocked (Disarming, Stealth). | None | — |
| 3 | Max Permanent Minions increases by +1 (Total +2). | — | 1st Level Spells Unlocked. | — |
| 6 | — | Singer of Grave Songs (Unlocks new performance MAST). Spiteful Cackle (1/combat: L2 CHR SR; success: enemy loses -2 Combat Adds). | — | — |
| 9 | Max Permanent Minions increases by +1 (Total +3). | — | 2nd Level Spells Unlocked. | — |
| 10 | Summoning 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). | — | — |
| 15 | Improved Control (MAST): Max Permanent Minions increases by +1 (Total +4). | — | 3rd Level Spells Unlocked. | Legacy Ability: Echoing Dirge (1/combat: free attack for minion). |
| 18 | Undead 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). | — | — |
| 20 | Max Permanent Minions increases by +1 (Total +5). Summoning Upgrade II: Raise the Family can now summon 1d2 MR 75 Wraiths. | — | 4th Level Spells Unlocked. | — |
| 25 | — | Shroud 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). |
| 30 | Max Permanent Minions increases by +1 (Total +6). | — | 5th Level Spells Unlocked. | — |
| 40 | Summoning 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. | — |
| 50 | Master Animation Upgrade: Mass Animation Ritual can now summon 1d6 + 1 MR 50 Skeletons/Ghouls instead of Bone Horror. | — | 7th Level Spells Unlocked. | — |
| 60 | Max Permanent Minions increases by +3 (Total +10). | — | 8th Level Spells Unlocked. | — |
| 70 | — | Escape 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. | — |
| 75 | Mythic 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). |
| 80 | Summon 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). | — | — |
| 85 | Summon Undead Horde II: Raises 5d6 MR 50 Skeletons (temporary, lasts 1 hour). | — | — | — |
| 90 | Summon Undead Horde III: Raises 7d6 MR 50 Skeletons (temporary, lasts 1 hour). | — | — | — |
| 95 | Master of Nefarious Necromancy: Permanent +5 bonus to WIZ SRs for all summoning/control attempts. | — | — | — |
| 100 | Grave 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 Name | Type | Rules & 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 Dirge | L25 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 Shroud | L50 Passive | The Grave Singer gains a permanent +5 bonus to all SRs against effects cast by living priests, clerics, or druids. |
| Legacy Ability (L75): Puppet Master | L75 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 Name | Monster Rating (MR) | Combat Adds | Special Traits |
| Bone Horror | 120 | 13d6 + 60 Adds | Undying 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
| Feature | Detail 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 Focus | LK, 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.
| Attribute | Pict 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 Mechanic | Level | Rule & Application |
| Advancement Cost | L1–L100 | The 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) | L3 | Once 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 Acquisition | Progressive | The Minstrel focuses on MASTs related to stealth, performance, and disarming (e.g., Scrapsmith skills). |
| SR Difficulty | L1–L100 | The 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
| Feature | Detail 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 Focus | DEX (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.
| Attribute | Pict 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.
| Level | Key Ability/MAST Unlocked | Progression Path |
| L1 | Acrobatic Dodge (Core Ability) | Make a DEX SR to miss an attack entirely (usable per day equal to level). |
| L1 | Sneak Attack (Core Ability) | Deals +1d6 damage against unaware foes. Schematics: Jury-Rig, Scrap-Weld, Click-Clack (L1 Schematics). |
| L3 | Coup 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. |
| L5 | Magic Acquisition | Gains access to specialized "Rooftop" spells, using DEX attribute instead of WIZ for determining spell strength. |
| L6 | Uncanny Dodge (L6 Ability) | Adds Level Bonus to all DEX SRs against area-of-effect attacks. |
| L8 | Shadow Step (L8 Ability) | Once per hour, teleport up to 30 feet to dim light/darkness. |
| L10 | Evasion (L10 Ability) | Takes no damage on a successful DEX SR vs. half-damage effects. Sneak Attack Upgrade: Bonus damage increases to +2d6. |
| L15 | MAST: Improvised Trap | Use ambient junk to create a single-use, makeshift trap (L4 SR on LK to spot). |
| L20 | MAST: Rooftop Runner | Ignores difficult terrain caused by rubble/junk piles. Movement speed is not halved when climbing. |
| L25 | MAST: Lucky Slip | Once per combat, when hit, forces the attacker to re-roll their attack roll. |
| L30 | Schematic Unlock (Sabotage) | Schematics Unlocked: Shrapnel Bomb (4d6 piercing damage) and Sabotage Structure. |
| L35 | Golem Pilot (Ultimate Build) | Jury-Rigged Construct: Can spend 10 DEX and 1 full turn to assemble/pilot a temporary, $\mathbf{MR 100 \text{ Junk Golem}}$. |
| L50 | MAST: Scrapper's Ingenuity | Bonus from Device Crafting applies to SRs for identifying the function of unknown technology. |
| L75 | MAST: Personal Gyro-copter | Assembles a sputtering, back-mounted gyro-copter (SPD 20 for 10 minutes). (Previously Level 8 Schematic). |
| L100 | Master Scrapsmith | Mythic 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 Name | Level (Min. DEX Req.) | Cost (DEX) | Full Rule & Application |
| Jury-Rig | L1 (DEX 10) | 1 DEX | (Based on Mending) You instantly fix a simple break. It's ugly, but it will hold for 1 hour. |
| Scrap-Weld | L1 (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-Clack | L1 (DEX 10) | 1 DEX | You 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 Bomb | L4 (DEX 16) | 4 DEX | You 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 Structure | L4 (DEX 16) | 4 DEX | You quickly and quietly destabilize a structure. The structure will hold... until someone puts weight on it (like a guard). |
| Animate the Junk-Heap | L7 (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
| Feature | Detail and Rules |
| Role in the Valley | Chaotic Fire Wizard and Morale Disrupter. They view arson as art and specialize in explosive damage and battlefield chaos. |
| Kindred Focus | Pict Gremlin (Red Gremlin Type). |
| Attribute Focus | WIZ (Magic), CON (Fire Resistance). |
| M!M 2.7 Benefit: Pyre Shield | Gains a +3 bonus to all CON SRs against fire and heat damage (Red Gremlin lore). |
| Special Ability: Living Torch | As 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.
| Attribute | Pict 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.
| Mechanic | Rule & Application |
| 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 Firestarter's Level is always determined by the score of their single highest attribute. |
| SR Difficulty | The target number for Saving Rolls increases by +5 per character level. |
| L1 Ability: Fire Bolt | Gains 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: Spark | Gains the basic Spark spell for free (cost 2 ST). Ignites one flammable, unsecured object. |
| L10 Ability: Focused Pyre | The Firestarter gains a permanent +1 bonus to all damage dice when casting fire-based spells (e.g., 1d6 becomes 1d6+1). |
| L20 Ability: Explosive Art | Once 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)
Level 2 Spells (Playful Destruction)
Level 3 Spells (Serious Arson)
Level 4 Spells (Artistic Chaos)
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)
Burning-Snake-Friend (Level 5)
Level 6 Spells (Masterpieces of Destruction)
Level 7 Spells (Breathtaking Pyromania)
Level 8 Spells (Apocalyptic Art)
Level 9 Spells (The Great Burn)
🔥 "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")
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:
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).
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).
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 Category | MAST Name | Focus (Kindred Application) | M!M 2.7 Integration (Rule Effect) |
| Mastery (MA) | Master Diplomat | High-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 Engineer | Advanced 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 Grip | Innate 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 Runner | Innate 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 Entry | Learned 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 Herbalism | Learned 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 Senses | Innate 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 Command | An 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 Presence | The 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.
| Attribute | Werewolf 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
| Feature | Detail and Rules |
| Average Combat Total | 104 Adds (This is the expected benchmark for Werewolf Kindred). |
| Weapons Dice | Fangs and Claws ($\mathbf{8\text{d}6}$ base damage). These are the natural weapons. |
| Armor Protection | Regeneration 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 Abilities | All 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.
| Statistic | Description |
| Race | Saxon Human (Barbarian) with the Werewolf Lycanthrope Affliction. |
| Attributes | In 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 Abilities | Berzerker 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. |
| Weapons | In 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. |
| Weakness | Silver 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).
| Statistic | Description |
| Monster Rating | 50+ |
| Attributes | INT 18+, CHR 15+ |
| Affiliation | Either 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 Abilities | Spellcasting: 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. |
| Weapons | Ritual 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.)
| Statistic | Saxon Werewolf Chieftain (MR) | Saxon Werewolf Warrior (MR) |
| Monster Rating | 100+ | 20+ |
| Key Attributes | STR 30+, CON 20+, DEX 25+ | STR 15-25, CON 10-18, DEX 10-18 |
| Special Rules | Fearful 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. |
| Weapons | Claws 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). |
| Treasure | Large 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
| Feature | Detail 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 Type | Rules & Application |
| Potions/Elixirs | Standard healing potions (restore $\mathbf{1d6 \text{ CON}}$), minor buff elixirs (temporarily increase a stat by 1 point), antitoxins. |
| Bombs/Vials | Acid, 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 Limits | An 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 Range | Key Advancement | Notes |
| L1–L5 | Beginner 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–L15 | Apprentice 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–L30 | Journeyman 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–L50 | Master 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–L75 | Artifice 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–L100 | Legendary 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).
| Lvl | Warrior/Defense MAST Gained/Upgraded | Combat/Weapon Mastery (Katana Focus) | Level Benefit Scaling |
| 1–9 | Iron 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. |
| 10 | Leadership 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. |
| 25 | Battlefield 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. |
| 50 | Inner 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. |
| 75 | Legendary 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. |
| 100 | Master 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).
| Feature | Detail and Rules | Role and Context |
| Prime Attributes | DEX, SPD, LK, IQ. | Focus on stealth, speed, and intelligence gathering (Teisatsu / Kancho). |
| M!M 2.7 Benefit | Stealth 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 Proficiency | Shuriken/Dart Proficiency: Can make two attacks per combat round when using small throwing weapons. | Specialized throwing weapon mastery. |
| Innate Defense | Evasion: 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. |
| Disadvantage | Armor 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.
| Lvl | Special Mission/Rank Advancement (Clan Focus) | Evasion/Combat MAST Gained/Upgraded | Legacy Weapon Progression (Shuriken/Poison) |
| 1–10 | Genin 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. |
| 11–25 | Chūnin 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. |
| 26–50 | Tactical 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. |
| 51–75 | Black 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. |
| 76–99 | Divine 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). |
| 100 | Shinobi 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)
| Lvl | Elemental/Defense MAST Gained/Upgraded | Martial/Utility MASTs & Legacy | Spell Access |
| 1–4 | Elemental Focus (Core plus 2 WIZ SR bonus to one element). | Martial Arts (Unarmed 1d6 plus Level damage). | 1st Level Spells Unlocked. |
| 5 | Elemental 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. |
| 10 | — | Aura of Discipline MAST: Allies within 10 feet gain plus 1 bonus to WIZ SRs against mind-affecting magic. | 3rd Level Spells Unlocked. |
| 20 | Elemental 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. |
| 35 | Elemental 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. |
| 50 | Elemental 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. |
| 60 | Elemental Shield II: Plus 5 AP bonus increases to plus 10 AP against focused element damage. | 8th Level Spells Unlocked. | — |
| 75 | Master 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. |
| 100 | Elemental 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.
| Lvl | Cavalry/Defense MAST Gained/Upgraded | Combat/Weapon Mastery (Bow Focus) |
| 1–10 | Base Horsemanship Mastery (plus 1 Combat Add per level on horseback). | Composite Bow Proficiency (plus 1d6 damage). |
| 11–20 | Riding 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. |
| 21–30 | Nomadic 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). |
| 31–40 | Riding 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. |
| 41–50 | Endurance Apex: Gains permanent plus 5 bonus to all CON SRs against exhaustion and environmental hazards. | Legacy Ability: Fire Arrow Barrage (Active: Area attack). |
| 51–60 | Unstoppable 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). |
| 61–70 | Riding 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. |
| 71–80 | Bow Damage Upgrade III: Composite Bow Proficiency bonus increases to plus 4d6 damage (Total). | Legacy Ability: Call the Horde (Active: Summon temporary riders). |
| 81–90 | Toughness Apex: Toughness bonus increases: gains plus 3d6 added to initial starting CON roll (Final). | — |
| 91–100 | Mythic 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 Name | Type | Rules & Application |
| Bow of the Azure Steppes | Weapon 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 Ability | Level Unlock | Rule & Application |
| Swift Draw | L15 Passive | Gains a permanent plus 2 bonus to initiative checks when fighting from horseback. |
| Gale Volley | L40 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 Arrow | L75 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.
| Lvl | Illusion/Deception MAST Gained/Upgraded | Magical/Physical Utility MASTs | Legacy Weapon Progression (Orb of Nine Foxes) |
| 1–10 | Base Illusion Mastery (plus 2 WIZ SR bonus). | Kitsune-Bi (Free Fire Bolt spell). | — |
| 15 | Advanced 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). |
| 25 | Tail 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. | — |
| 40 | Misdirection 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). |
| 50 | Tail 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). |
| 75 | Tail 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). |
| 100 | Master 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.
I sincerely apologize. My continued failure to provide the document in the required simple, continuous text format is unacceptable. I understand that using any numbered or vertical listing, even without Markdown symbols, breaks the necessary flow for your guide.
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.
I will rectify this immediately by providing the final, complete master entry.
🦊 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
| Feature | Detail and Rule | Note |
| Kindred Multipliers | WIZ x3, INT x2.5, CHR x2.5, DEX x1.75 (Reflects ancient spiritual power). The rest is x1.25 | — |
| Magic Access Rule | The Kitsune uses their CHR score (instead of WIZ/IQ) to determine their casting strength and spell capacity. | CHR-Based Wizardry |
| Core Healing Light | Once per day, heal 1d6 CON damage for a cost of 5 WIZ. | The Kitsune's foundational divine ability. |
II. Progression Framework (Structural Rules)
| Mechanic | Rule & Application |
| Advancement Cost | 10 times the current attribute value in AP to raise any single attribute. |
| Level Increase | The Kitsune's Level is always determined by the score of their single highest attribute (CHR/WIZ/INT). |
| SR Difficulty | The 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.
| Lvl | Divine Tier / Milestone | Healing/Support MAST Gained/Upgraded | Legacy Weapon Progression (Celestial Chime) |
| L1–L10 | Acolyte | Healing Light I (1/day). Spiritual Shroud (plus 3 AP vs. Evil/Undead). 1st/3rd Lvl Spells Unlocked. | Spiritual Shroud (L1 Passive). |
| L11–L50 | Cleric | Aura 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). |
| L51 | Priest | Divine 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). | — |
| L60 | Priest | Diplomatic Immunity Upgrade I (Bonus to CHR SRs for legal/trade procedures increases to plus 5). | — |
| L70 | Priest | Area of Effect Upgrade: The radius of Divine Sanctification increases to 120 feet. | — |
| L75 | Priest | Tail 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). |
| L85 | Priest | Healing Light III: Healing amount increases to 5d6 CON. | — |
| L95 | Priest | Divine Sanctification II: Divine Sanctification is now 2/day. | — |
| L100 | Demi-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 Name | Type | Rules & 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 Shroud | L1 Passive | Grants the Kitsune permanent plus 3 AP against damage from Evil or Undead foes. |
| Legacy Ability: Mass Healing Bell | L50 Active (1/day) | Spend 25 WIZ. Instantly heal 5d6 CON damage to 1d3 allies within 30 feet. |
| Legacy Ability: Divine Recall | L75 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.
| Lvl | Illusion/Defense MAST Gained/Upgraded | Elemental/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. |
| 50 | Tail 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. |
| 75 | Tail 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. |
| 95 | Elemental 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). | — |
| 100 | Master 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.
| Lvl | Illusion/Charm MAST Gained/Upgraded | Luck/Physical Utility MASTs & Legacy | Spell Access |
| 1–4 | Base Prank Magic (Minor Illusion, free). | Luck Channeling (Core ability). | 1st Level Spells Unlocked. |
| 5 | Illusion 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. |
| 10 | Deception Focus I: Deceptive Charm bonus increases to plus 5. | — | 3rd Level Spells Unlocked. |
| 15 | Enhanced Prank Magic: Minor Illusion can now create visual moving images. | Legacy Ability: Luck Pool Increase (Permanent plus 5 bonus to base LK score). | — |
| 25 | Master 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. |
| 40 | Deception 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. |
| 50 | Illusion 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. |
| 75 | Apex Deceiver: Deceptive Charm bonus increases to plus 10. | Luck Apex: Luck Channeling usable 2 times per combat. | 9th Level Spells Unlocked. |
| 100 | Mythic 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)
| Lvl | Martial/Movement MAST Gained/Upgraded | Illusion/Utility MASTs & Legacy | Spell Access |
| 1–4 | Martial Arts (Core plus 3 SR bonus). | Illusion Magic (All Lvl 1 Illusion spells free). | 1st Level Spells Unlocked. |
| 5 | Aerial 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. |
| 10 | Pressure 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. |
| 20 | Aerial 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. |
| 35 | Pressure 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. |
| 50 | Master Martialist I: Unarmed damage increases to 2d6 base damage plus Level. | Legacy Ability: Whirlwind Strike (Active: Area attack while flying). | 7th Level Spells Unlocked. |
| 75 | Master 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. |
| 100 | Primal 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.
| Lvl | Command/Defense MAST Gained/Upgraded | Terror/Offense MASTs & Legacy | Spell Access |
| 1–10 | Siege Weapon Proficiency (Use large siege weapons without penalty). | Intimidation Mastery (Permanent plus 3 bonus to CHR SRs for intimidation). | None |
| 25 | Master 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). |
| 40 | Fear Aura MAST: Terrifying Visage penalty increases to minus 3 Combat Adds for L4 CHR SR failures. | — | — |
| 50 | Warlord'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). |
| 75 | Master 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. |
| 100 | Mythic 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)
| Term | Definition | Note on Significance |
| TYIS | Tygerian 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 Weapon | A 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 Adds | A bonus added to your Weapon Dice pool during combat, calculated from your Strength, Dexterity, and Luck scores. | Determines success in physical combat. |
| Cultural Modifier | The 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 Entity | The malevolent, cosmic force responsible for the destruction of Tygeria and the primary antagonist of the campaign. | Primary cosmic villain. |
| Ether Dragons | Ancient, powerful beings who control the multiverse portals that allowed the Kindred to escape Troll World and Zimarala. | Central figures in the evacuation lore. |
| GPM | Gamemaster 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 Ability | A 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. |
| MAST | Monster 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. |
| Tygeria | The lost home world consumed by the Deep Shroud, serving as the central motive for the PMs' defense. | Source of motivation and backstory. |
| Void Corruption | A 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 SR | Wizardry 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.
| Lvl | Command/Strategic MAST Gained/Upgraded | Political/Defense MASTs & Legacy |
| 1–10 | Master 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). |
| 25 | Master 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. |
| 40 | DAIMYO 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). |
| 50 | Strategic 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. |
| 75 | Master 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). |
| 100 | Shogun 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.
| Statistic | Value | Special Rules |
| Monster Rating (MR) | 200 | Legendary power level. |
| Hit Points (HP) | 300 | MR times 1.5 for Level 1 monster. |
| Damage Multiplier | times 5 | Reflects colossal size and elemental impact. |
| WIZ / CHR / INT | 125, 100, 90 | Master of elemental magic and weather. |
| Combat Total | 30D6 plus 150 Adds | Calculated 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)
MAST/Ability Name: Weather Control (Mastery)
MAST/Ability Name: Aura of Majesty
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.
| Attribute | Value | Description |
| Monster Rating (MR) | 200 | Legendary power level; determines core stats. |
| Hit Points (HP) | 300 | MR times 1.5 for Level 1 monster. |
| Damage Multiplier | times 5 | Reflects colossal size and elemental impact. |
| WIZ / IQ | 30 / 30 | Master of elemental magic and weather. |
| STR / CON | 200 / 200 | Immense physical power and high survivability. |
| LK / CHR | 25 / 25 | Highly 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.
| Statistic | Value | Notes |
| Monster Rating (MR) | 2500 | High-level commander and physical threat. |
| CONSTITUTAIN CON | 375 | MR times 1.5 for Level 1 monster. |
| Combat Total | 25D6 plus 125 Adds | Calculated from its MR. |
| Armor Protection (AP) | 18 Hits (Natural Dragon Scales) | Provided by natural Dragon scales and magically infused scale armor. |
| WIZ (Magic Power) | 100 | Used for elemental effects and spell strength. |
| STR (Physical Might) | 1500 | Used for heavy combat adds and physical authority. |
| DEX (Agility/Precision) | 80 | Used for evasion, melee finesse, and ranged combat. |
| CHR (Command/Presence) | 750 | Used 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 Name | Type | Damage / Rules & Effects |
| Azure Blade | Weapon Artifact (Sword) | Damage: 4d6 plus 7 Adds. Special Rule: Inflicts plus 1d6 extra elemental damage (Water/Life). This damage bypasses non-magical armor. |
| Natural Weapon | Dragon Claws/Bite | Deals 4d6 base damage. |
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🐾 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.
| Statistic | Value | Notes |
| Monster Rating (MR): 4000 | MR is the sum of core attributes (STR+CON+IQ+WIZ+CHR). | |
| Constitution (CON) | 1800 | 300 times 6 Multiplier. The absolute resource pool/defense. |
| Strength (STR) | 300 | 60 times 5 Multiplier. Ultimate raw martial power. |
| WIZ / IQ | 275 / 275 | High Divination/Ritual Power (WIZ), Tactical Cunning (IQ). |
| DEX / CHR / LK | 75 / 10 / 18 | Agility/Defense (DEX) and Luck are retained at high, functional levels. |
| Damage Multiplier | times 4 | Reflects 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 Monsters—bigger, 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.
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!