THE DEFINITIVE TYGERIAN RANGER ARCHETYPE (FINAL TEXT)
A CANONICAL MAST ARCHETYPE FOR MONSTERS! MONSTERS! 2.7 EDITION
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Just as I'm deep in the trenches working on the Defenders of Hawthorne Valley Player's Guide, I realized it's the perfect time to pull back the curtain on this vital piece of the Zimralan cosmos. The Tygerian Rangers are a critical element in the cosmic puzzle—they bridge the grand mythological scale of the Ether Dragons with the boots-on-the-ground reality of Zimrala. This organization is the key to understanding the forces shaping the multiverse, and I couldn't wait any longer to reveal their full MAST Archetype and their role in the Avarice Cascade.
Welcome, fellow adventurers and monster kings! I'm CAPTAIN HEDGES, THE TYGERIAN KING/EMPEROR AND TIGER BOSS OF ZIMRALA, and today I'm pulling back the curtain on the most vital organization in our campaign world: The Tygerian Rangers: The New League of Boot and Trail!
This Archetype is the core class for my campaign, a full 100-level progression path designed for the MONSTERS! MONSTERS! 2.7 EDITION ruleset. They are the eyes, ears, and emergency stabilizing force against the creeping cosmic corruption of the Void Sin.
I. TYGERIAN RACE, MANDATE, AND MEMBERSHIP (THE CANONICAL LORE)
The entire existence of the Rangers is rooted in the official Tygerian Kindred entry from the MONSTERARY OF ZIMRALA, a lore I originally created, which was included in the final publication (with thanks to Ken St. Andre the Trollgod!). Moon Elves can also use this archetype.
MECHANICAL NOTE: This entire Archetype, including the MAST Talent System and the Progression, is designed and calibrated for use with the MONSTERS! MONSTERS! 2.7 EDITION ruleset, which utilizes the core mechanics of the TUNNELS & TROLLS DELUXE RULES, specifically using SAVING ROLLS (SR).
PHYSICAL AND CULTURAL PROFILE:
Tygerians are bipedal felines, ranging from 4’ to 8’ tall and weighing 245 to 680 lbs. Our elites communicate in OLD SANSKRIT and we claim descent from a cat goddess and the most powerful of all tigers on our homeworld—a claim perfectly aligned with the return of SEKMET-BASTET.
OFFICIAL ATTRIBUTE MODIFIERS (MAST SYSTEM)
| ATTRIBUTE | MULTIPLIER | EFFECT | GENDER BIAS |
| STR | 5x | Overwhelming physical force | Stronger in males |
| CON | 6x | Near-unbreakable endurance | More resilient in males |
| DEX | 1x | Standard agility | Females more agile |
| SPD | 1x | Standard velocity | Females faster |
| INT | 1x | Competent, strategic mind | Females smarter |
| WIZ | 0.5x | Low formal spellcasting | None |
| CHR | 2x | Commanding presence | Females more charismatic |
| LK | 0.75x | Skill-driven fortune | None |
Special Ability: Human Hybrid Metamorphosis
Tygerians are HUMAN HYBRIDS with the ability to switch between their formidable Tygerian form and a Human form at will—a core tool for infiltration and survival.
Mission: The Rangers EXPLORE, MAP, AND STABILIZE THE FRINGES OF ZIMRALA, fighting the spread of the VOID SIN by policing the dangerous ETHERIC TRAILS and all allied borders.
II. LEADERSHIP: RANGER CAPTAIN HEADSTONE (THE PLAYER PARTY NEXUS)
The operational command of the League falls to the legendary RANGER CAPTAIN HEADSTONE, my personal appointee and the primary GM interface for the player party.
Cosmic Veteran: Headstone is aware of every Zimralan faction and deity. SHE ADVENTURED WITH ZEPHYR, THE AETHERIOS, AND HELPED IN THE ESCAPE TO ZIMRALA during the K-L-O-N War.
Divine Protection: She wears a MAGICAL TALISMAN OF SEKMET-BASTET. If her CON drops to 0, she is INSTANTLY TRANSPORTED to a healing Shrine or directly to SEKMET HERSELF to report on the wider world of Zimrala.
III. ORGANIZATIONAL STRUCTURE & THE ZIMRALAN POLITICAL LANDSCAPE
The Rangers' operational style adapts to the mission, while their existence is shaped by the complex political history of Zimrala.
III.B. ORGANIZATION TYPE AND ZIMRALAN ROLE
| ORGANIZATION TYPE | TYGERIAN RANGER (ZIMRALAN ROLE) | COMMANDER/AREA OF OPERATION |
| FOREST GUARDIANS | BORDER PATROLS | Squads deployed along allied borders. |
| GUILDS | THE ZIMRALAN EXPEDITIONARY CORPS (ZEC) | Hired units deployed by the Sekhmet/Horus alliance for high-stakes missions. |
| SOLITARY HUNTERS/HERMITS | ETHERIC SCOUTS | Dedicated to monitoring unstable MOON CRYSTAL PORTALS. |
IV. RELATIONSHIPS WITH ZIMRALAN POWERS
| ZIMRALAN FACTION | RELATIONSHIP TO THE LEAGUE | RATIONALE (BASED ON ZIMRALAN POLITICS) |
| HORUS & SEKMET | FORMAL ALLIANCE & NECESSITY | The League is a key ally in the "good guys" faction. Sekhmet (the Regent) uses the Tygerians' mercenary skills, viewing them as an avatar of her own creator goddess, to defend against Demonic and Lamashtu incursions. |
| ZEPHYR, THE AETHERIOS | KNOWN COSMIC ALLY & DEBT | Headstone fought with Zephyr in the Escape to Zimrala. She honors this alliance, making the Tygerian Rangers his public-facing agents monitoring the dimensional borders and cosmic corruption. |
| DEMONS | ACTIVE ENEMY (TOTAL DOMINATION) | The League directly opposes the Demons' ultimate goal of total planetary domination. The Rangers' stabilization work on the Etheric Trails directly impedes Demonic expansion. |
| MOON ELVES | PATERNALISTIC SCORN / DEBT | The Elves view the League members as vagrant Barbarians but demonstrated a secretive debt or respect by gifting the magical Elven Moon Bow to Ranger Captain Headstone. They ignore them if they stay out of Elven lands. |
| GRISTLEGRIM'S DWARVES | SHAKY UTILITY & ESPIONAGE | Gristlegrim uses the League's intelligence on Moon Crystal pathways but views their existence as an anarchic threat to his fringe authority. The Elves' hatred of Dwarves also complicates any alliance. |
| LAMASHTU | ACTIVE ENEMY & RECRUITMENT TARGET | Lamashtu, who actively recruits monster armies, views the Tygerian Rangers as a primary, organized enemy faction whose allies (Trolls, Humans) she actively targets for recruitment or conquest. |
| THE CURATORS | COLD, UTILITARIAN WATCHFULNESS | They stand aloof and strictly neutral, but may work with the League to acquire unique life-form specimens or data on a dangerous portal anomaly if it aids their scientific work. |
| THE ZIM | MISTRUST & CONFLICT | The Zim resent all invaders. They view the League's "trail making" as more territorial encroachment and will sometimes ally with demonic forces to fight the Rangers on the frontier. |
| THE DWON PRIESTHOOD | CONTEMPTUOUS TOLLERATION | The Dwon tolerate the League only because they clear the immediate physical threats away from their crystal-harvesting operations. They are stanch allies of Sekhmet, which protects the Rangers. |
V. TYGERIAN RANGER CLASS ARCHETYPE: MAST TALENT POOL
The Ranger utilizes the MAST (Monster Adaptness Skills and Talents) System for a non-magical, physically dominant playstyle.
A. CORE RANGER TALENTS (Shared by All Rangers) - FULL RESOLUTION
Ranger Double Attack: Grants a second attack with a primary weapon (Ranged or Melee) in a single combat round.
Animal Companion: Grants the Ranger a Panther Companion that operates under the Ranger's command.
Blog Post Insert: The Animal Companion
The Animal Companion is the soul of the Tygerian Ranger. As you saw in the image by Angela Head, this powerful Zimralan Panther is not just a pet—it's a critical, high-MR combat asset. The Companion Bond MAST talent ensures this Panther grows with the Ranger, leveraging its high Dexterity and speed to make coordinated assaults.
Below is the official Monster Rating (MR) and Attribute breakdown for the Panther, calibrated specifically to the Tunnels & Trolls Deluxe/M!M! 2.7 Edition combat mechanics.
PANTHER STATS BLOCK (T&T DELUXE / M!M! 2.7 EDITION)
CORE ATTRIBUTES (MR & Base Stats)
| MR | STR | CON | DEX | IQ | WIZ | LK | CHR | SPD |
| 20 | 12 | 10 | 15 | 3 | 0 | 11 | 6 | 18 |
COMBAT & SPECIAL MECHANICS
| CATEGORY | VALUE | NOTES |
| COMBAT ROLL | 3d6 + 10 adds | Based on MR 20 formula: (MR/10 + 1)d6 + MR/2 adds. |
| ATTACKS | Bite/Claw | Integrated into the Combat Roll. |
| ARMOR | 0 | No natural armor points. |
| SPITE DAMAGE | 1 point for every 6 rolled | Standard T&T rule for most combatants. |
| SPECIAL 1: SURPRISE ATTACK | DEX SR vs. LK SR | Gain the first round of combat at double adds if successful. |
| SPECIAL 2: POUNCE/CLIMB | DEX SR | Successful pounce negates opponents' armor for one round. |
Canny Scout (MAST): The Ranger chooses two skills (e.g., Tracking, Stealth). The Ranger adds double their training bonus to those Saving Rolls (SRs).
Unending Vigil (MAST): The Ranger can use a Short Rest to remove one level of exhaustion or restore 2x CON in lost Hit Points.
Etheric Tracker (MAST): The Ranger can attempt a L3SR on INT to track targets that crossed through an unstable dimensional portal (Moon Crystal Gate) within the last 24 hours.
Forager's Sense / Wild Sense (MAST): Grants the ability to find resources and detect the presence of hidden, non-hostile creatures/traps.
Fleet Stride / Feline Dash (MAST): Allows movement through difficult terrain at normal speed and grants a passive permanent bonus to movement speed.
First Strike / Ambush Hunter (MAST): Guarantees or heavily biases initiative in favor of the Ranger against Favored Enemies.
Companion Bond / Coordinated Assault (MAST): Grants the Animal Companion (Panther) increased MR/HP and allows an additional attack on the same target.
Favored Enemy / Lethal Hunter (MAST): Grants damage/accuracy bonuses against a specific Zimralan foe (e.g., Demons) and increases critical hit chance against a single designated high-MR target.
B. PATH SPECIALIZATIONS (Combat Focus)
| PATH | FOCUS | KEY TALENTS (MAST SYSTEM) | CORE STAT FOCUS |
| 1. THE FELINE SNIPER | RANGED COMBAT (HEADSTONE'S CHOICE) | Ranger Double Ranged Attack, Archery Bower Fletcher, TWF | DEX, INT (for planning), LK |
| 2. THE PRIMAL ASSASSIN | MELEE COMBAT (FELINE MASTER-AT-ARMS) | Ranger Double Melee Attack, Two Weapon Mastery, Heritage of the Sword | STR, CON (endurance), SPD |
VII. RANGER LEGACY ARTIFACTS (PATH WEAPONRY)
| PATH | ARTIFACT NAME | DESCRIPTION AND LEGACY POWER |
| 1. THE FELINE SNIPER | ELVEN MOON BOW OF HAVISHER | Generates solid plasma energy arrows that never miss due to wind or distance (like Hank's Energy Bow). Effective against ethereal beings. |
| 2. THE PRIMAL ASSASSIN | THE TWIN FANGS OF VENGEANCE | Retractable gauntlet blades crafted from solidified Moon Crystal and Sekhmet's bronze. Grants increase to MR and HP and delivers extra Etheric damage against Void Sin agents. |
VI. TYGERIAN RANGER PROGRESSION: MAST SYSTEM FULL RESOLUTION (L1-100)
| TIER (LEVELS) | TITLE/FOCUS | MAST PROGRESSION (FULL RESOLUTION) | NARRATIVE ROLE ON ZIMRALA |
| HEROIC (L1-25) | THE TRAILBLAZER | L1: Ranger Double Attack (Path Choice), Animal Companion. L10: Unlocks Favored Enemy (Lamashtu/Zim): +1 to all SRs and +2 MR vs. this type. L25: Unlocks Canny Scout (Full mechanical ability). | Local Patrol, clearing corrupted Moon Crystal sites (Phase I of Avarice Cascade). |
| CHAMPION (L26-50) | THE ELITE WARDEN | L30: Unlocks Unending Vigil (Full mechanical ability). L40: Unlocks Etheric Tracker (Full mechanical ability). L50: Unlocks Lethal Hunter (+1d6 damage vs. single high-MR target per combat). | Political Missions, fighting high-MR lieutenants like Ilvax (Phase II). |
| EPIC (L51-75) | THE DIMENSIONAL HUNTER | L55: Unlocks First Strike (Automatic initiative win vs. Favored Enemy). L65: Unlocks Mythic Resilience (Grants CON 10x Level bonus to all SRs). L75: Unlocks Full Human Hybrid Metamorphosis Mastery (Free action shift; can hold both forms simultaneously for 1D3 rounds). | Agent of Headstone/Zephyr. Strikes into hostile dimensions; secures the Core Moon Crystal (Phase III). |
| MYTHIC (L76-100) | SEKMET'S AVATAR | L80: Unlocks Void Sin Immunity (Permanent immunity to psychic/Avarice effects). L90: Unlocks Cosmic Tracker (Can track beings across entire universes; L4SR on INT). L100: Unlocks Etheric Shift (Mythic Talent: Free action warp across battlefield; MR bonus exceeds 5,000). | Multiverse Defense. Confronts Mamon, Lord of Avarice; acts as reconnaissance against the Deep Shroud Entity. |
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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