Wednesday, November 12, 2025

CREATOR LOG: MASTERING YOUR MONSTER: A GUIDE TO THE MAST SYSTEM

 UNDERSTANDING HOW TO PURCHASE SKILLS, TALENTS, AND RACIAL POWERS



Welcome back, fellow world-builders! I’m CAPTAIN HEDGES, THE TYGERIAN KING/EMPEROR. Now that we’ve unveiled the Tygerian Ranger archetype, the biggest question is: How do I build my unique character using the MAST System?

The MAST (Monster Adeptness Skills and Talents) System is the customization engine for our Zimralan universe. It clearly defines the AP cost for acquiring new abilities, separating your character’s raw power growth (raising STR) from their specialized skills (like being a Lethal Hunter).

Here is your guide to purchasing new skills and talents, ensuring your Monster is ready to face the cosmic apocalypse!


PART 1: THE TWO TRACKS OF GROWTH

In our system (which uses the T&T Deluxe/M!M! 2.7 rules), AP is spent in two distinct ways for character development:

TRACK 1: RAW POWER (T&T Standard)

  • Purpose: To permanently increase your core Attributes (STR, CON, DEX, etc.) and buy standard skills (like Hunting L1).

  • Cost: Uses the $10 \times$ rule or the SR level rule.

TRACK 2: SPECIALIZATION (MAST System)

  • Purpose: To purchase high-impact, class-defining abilities (like Etheric Tracker or Void Sin Immunity).

  • Cost: Uses a flat, high AP rate scaled by the Tiers (Heroic, Champion, Epic).


PART 2: PURCHASING MAST TALENTS (STEP-BY-STEP)

This section details how to use your earned Adventure Points (AP) to buy the most powerful advantages, skills, and talents available in the Zimralan universe.

A. BUYING STANDARD MONSTER ADEPTNESS SKILLS (MAS)

To buy a basic skill, you use AP based on the desired level of mastery (the difficulty of the Saving Roll).

EXAMPLE 1: Learning to Hide

  • Goal: A Tygerian wants to increase their Sneaky skill from +1 to +3.

  • Mechanic: They need 2 points of advancement (+1 to +2, then +2 to +3).

  • Cost:

    • To go from +1 to +2 costs 20 AP.

    • To go from +2 to +3 costs 30 AP.

    • Total AP Cost: 50 AP.

  • Result: The Tygerian now adds +3 to the Attribute chosen by the GM when making a Saving Roll related to hiding (e.g., a DEX SR when hiding in an alley).

B. BUYING TIERED MAST TALENTS (THE CLASS ABILITIES)

MAST Talents are bought at a flat rate, regardless of your current attribute score. You must be in the correct level tier to purchase them.

EXAMPLE 2: Buying a Champion-Tier MAST Talent

  • Character: A Level 35 Tygerian Ranger (Champion Tier).

  • Goal: The Ranger wants to buy the Unending Vigil talent (removes exhaustion and heals $2 \times$ CON HP).

  • MAST Cost Table Lookup (Champion Tier): 1,500 AP.

  • Action: The player spends 1,500 AP.

  • Result: The Ranger permanently gains the Unending Vigil ability. This purchase represents years of dedicated, specialized training beyond standard leveling.

MAST TIERTALENT EXAMPLESAP COST TO PURCHASE
HEROIC (L1-25)Canny Scout, Animal Companion500 AP
CHAMPION (L26-50)Unending Vigil, Etheric Tracker1,500 AP
EPIC (L51-75)First Strike, Mythic Resilience5,000 AP
MYTHIC (L76-100)Void Sin Immunity, Cosmic Tracker15,000 AP

C. BUYING ALTERNATIVE RACIAL POWERS

These are one-time, significant purchases that represent the Tygerian tapping into a specific divine or genetic trait, replacing their default Human Hybrid Metamorphosis.

EXAMPLE 3: Changing a Core Racial Ability

  • Goal: A player decides they want to swap out the default Shapeshifting for the Sekhmet's Spite power (Divine/Instinct Focus).

  • MAST Cost Table Lookup (Divine/Instinct Focus): 1,500 AP.

  • Action: The player spends 1,500 AP.

  • Result: The character loses the ability to shapeshift but gains the permanent Sekhmet's Spite power (gains +1 Spite damage after an enemy misses with a '1'). This change must have a narrative explanation (e.g., a divine ritual).


CONCLUSION: BUILDING A LEGEND

The MAST System ensures that every AP spent is a meaningful decision. It allows your Tygerian Ranger to perfectly balance the raw physical dominance of their high STR/CON with the necessary specialized skills and cosmic talents required to patrol Zimrala.

Now you have the complete map for turning your monster into a legend!


LEGAL APPENDIX AND COPYRIGHT

MONSTERARY OF ZIMRALA and MONSTERS! MONSTERS! are owned by Ken St Andre and Steve Crompton and are used by permission.

All references to anything on this website is Copyright Earl C. Hedges Jr. All rights reserved.

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