Friday, December 26, 2025

3AM WHISPERS: THE WERE-BEAR DWARF TRIBE OF ZIMRALA

 

3AM WHISPERS: THE WERE-BEAR DWARF TRIBE OF ZIMRALA

A System Conversion & Kindred Profile

By the Hedge Wizard of the Shreveport Cabin

In the stillness of the early hours, the truth of the North comes into focus. This report outlines the conversion of the Were-Bear Dwarf Tribe of Zimrala from other RPG systems (such as D&D or Pathfinder) into the Deluxe Tunnels & Trolls (dT&T) and Monsters! Monsters! (Zero Edition & 2.7) frameworks. In this conversion, these beings are treated as a specialized Birkin (bear-folk) sub-kindred with dwarven ancestry.



1. Kindred Attribute Multipliers (dT&T / M!M! 2.7)

In the Tunnels & Trolls system, kindred differences are defined by multipliers applied to the base 3d6 rolls. For the hybrid nature of a Were-Bear Dwarf, the following "Combined Kindred" multipliers are recommended to balance dwarven sturdiness with ursine power:

  • Strength (STR): x4.0 (Dwarf x2 combined with Birkin x2.5)

  • Constitution (CON): x3.5 (High durability from both bloodlines)

  • Dexterity (DEX): x0.7 (Powerful but lacking fine finesse)

  • Speed (SPD): x0.9 (Slower than average humans due to bulk)

  • Intelligence (IQ): x1.0 (Standard sapience)

  • Luck (LK): x0.5 (Rely on mass rather than fortune)

  • Charisma (CHR): x0.4 (Intimidating and gruff)

  • Wizardry (WIZ): x1.0 (Standard mana potential)

2. Monsters! Monsters! Zero Edition & 2.7: The Zimrala Context

Zimrala is the official campaign world for Monsters! Monsters! 2.7, characterized by its gems-as-currency (Amethysts) and "God Magic."

  • Zero Edition Compatibility: In the original M!M! Zero Edition, monsters are defined by their raw Monster Rating (MR). A Were-Bear Dwarf in Bear form functions as a High-MR opponent with specialized "natural" weapons.

  • Tribe Mechanics: In M!M! 2.7, these were-bears function as a "Protectorate" tribe. They do not use standard equipment but rely on their high Monster Rating (MR).

  • The Transformation: Unlike traditional lycanthropy, Zimralan Were-Bear Dwarves are often "Natural Shapeshifters."

  • Dwarf Form: Use the multipliers above but cap STR at x2.0.

  • Bear Form: Activate full multipliers. This form is often triggered by "Chaos Factor" rolls unique to the M!M! 2.7 system.

3. Combat & Conversion Rules

When converting a Were-Bear Dwarf from a system like D&D (e.g., a Challenge Rating 5 creature):

  • Monster Rating (MR) Calculation: Multiply the original creature's Hit Points by 1.5 to determine its dT&T MR.

  • Example: A 60 HP creature becomes an MR 90 monster.

  • Combat Dice & Adds:

    • Dice: (MR / 10) + 1. (An MR 90 Were-Bear rolls 10d6).

    • Adds: MR / 2. (An MR 90 Were-Bear has +45 adds).

  • Spite Damage: In M!M! 2.7, every "6" rolled on the combat dice inflicts 1 point of damage that ignores all armor, representing the crushing force of the dwarf-bear's grip.

4. Special Tribal Traits (Zimrala Edition)

  • Stone-Sense: Retain the dwarven +1d bonus on Saving Rolls (SR) related to detecting stone-work or underground navigation.

  • Berserk Rage: If the Were-Bear Dwarf takes more than 25% of its CON in a single round, it may enter a "Zimralan Frenzy," doubling its Spite Damage for the remainder of the fight but losing the ability to retreat.

  • Wealth: They carry amethysts and moon crystals instead of gold. A typical tribal leader might carry crystals worth up to 20,000 gp equivalent.

For further mechanics, refer to the Monsters! Monsters! 2.7 Rulebook and the Monsterary of Zimrala.

n the Monsters! Monsters! 2.7 system and the world of Zimrala, a Were-Bear Dwarf in bear form gains access to several unique mechanical and thematic powers. Because M!M! 2.7 uses the Monster Rating (MR) system for NPCs and specific kindred multipliers for PCs, these powers manifest as follows: 

1. The "Zimralan Frenzy" (Chaos Factor)

Unique to the 2.7 rules, shapeshifters on Zimrala are influenced by the Chaos Factor.

Trigger: If the Were-Bear Dwarf takes damage exceeding 25% of its Constitution (CON) in a single combat round, it may enter a frenzy.

Effect: The creature's Spite Damage is doubled. In the 2.7 system, every "6" rolled on combat dice normally deals 1 point of irreducible damage; in this frenzy, each "6" deals 2 points. 

2. Enhanced Monster Rating (MR) Stats

When shifting from Dwarf form to Bear form, the character’s physical presence is recalculated using higher multipliers:

Combat Dice: The bear form typically adds +2 to +4 extra combat dice (d6) compared to the dwarf form, representing massive claws and brute force.

Natural Armor: The bear's hide provides "Natural Armor" that absorbs a fixed amount of damage per round (typically equal to the character's Level + 2) before any damage is applied to their Constitution. 

3. Special Kindred Powers

In the 2.7 edition, every playable monster kindred has a unique special power. For the Zimralan Were-Bear Dwarf, these include:

Crushing Hug: If the Were-Bear wins a combat round by more than 10 points, it can choose to "lock" the opponent. In the following round, the bear gains an automatic +1d6 to its roll as it crushes the target.

Stone-Sense (Dwarven Heritage): Even in bear form, they retain the dwarven ability to detect shifts in stone or underground passages, gaining a +2 bonus to any Intelligence (IQ) or Luck (LK) Saving Rolls involving caves or tunnels. 

4. Magical Interactions (Zimrala Rules)

Moon Crystal Resonance: If the Were-Bear Dwarf carries a Moon Crystal, they can expend its stored energy to maintain bear form even during the day or in areas where shapeshifting is normally suppressed.

God Magic Resistance: Due to their dual nature, they are slightly more resistant to "God Magic" (divine intervention), receiving a +1 bonus to Saving Rolls against hostile divine spells. 

5. Weaknesses & Limitations

The Silver Sting: In bear form, any weapon made of silver or enhanced with "Silver-Magic" ignores the creature's Natural Armor and deals double damage to its Constitution.

Inarticulate: While in full bear form, the character cannot cast spells that require vocal components and cannot communicate in any language other than "Ursine," which may lead to misunderstandings with non-tribe members.





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