Temporal Coordinates: 8,956 CE
Stardate: 8,956.12.31 CE (Celestial Event Calendar) Location: Zimrala One Space Station – Orbiting Zimrala Mood: Festive, Loud, and Unified
Welcome aboard Zimrala One, the new jewel of the sector. As we prepare to clock over into a new cycle, the energy here is electric. I’ve been waiting for this moment for a long time: the Promenade is finally open. For the first time, we have buyers, sellers, and merchants flooding the deck, along with honest-to-goodness restaurants serving real food—no replicator rations tonight! We are kicking the New Year's celebrations into full gear, and the station has never felt more alive.
It has been six years since the last major census, and looking around the deck tonight, you can feel that the cosmic tides have finally shifted. The "Great Convergence" of the Multiverse portals has stabilized, and the station has evolved into a perfectly balanced machine.
We’ve grown to accommodate everyone, and the division of labor is what keeps us alive in the void. You have the Tygerians serving as the station's muscle—elite guards patrolling the sectors with a quiet lethality. Working alongside them are the Moon Elves, the masters of magic who keep the Moon Crystal grids humming.
In the labs, the Curators handle the Science, analyzing the data from the multiverse with cold precision. And holding it all together are the Gristle Grim Dwarves—our builders and engineers. They are the ones welding the massive iron plates and ensuring the "Aether Spire" doesn't buckle under the strain of incoming ships. It is a mix of muscle, magic, science, and steel.
As we count down the final moments of 8,956 CE, the atmosphere on the Promenade is chaotic in the best way possible.
The interaction between the groups is something to see. The Gristle Grim Dwarves are currently locked in a shouting match with the Tygerian Guards. To an outsider, it looks like a riot is about to start, but I know better—the Dwarves just love a good argument. It’s their sport. They are loudly critiquing the Tygerians' armor polish, and the Tygerians are grinning, giving it right back.
Meanwhile, the Moon Elves and Curators are in the corner, debating whether it's "magic" or "physics" that keeps the ale cold. Throughout the entire Leo Galaxy, time is measured by the Celestial Event, but tonight, on Zimrala One, we measure it in shared purpose and loud debates.
Happy New Year, everyone.
Signing off,
Captain Hedges (aka The Commanding Officer of Zimrala One) in C&C.
Temporal Coordinates: 8,956 CE
Name: Captain Hedges
Role: Commanding Officer
Identity: A Leader of Yesterday and Tomorrow
Archetype: Sector Commander
Stats: STR: 12 | DEX: 10 | CON: 13 | INT: 16 | WIZ: 12 | CHA: 15 | SPD: 10
Skills: Fleet Command 5, Strategic Tactics 5, Diplomatic Negotiations 5, Crisis Management 5, Personnel Oversight 4.
Special: Immune to Acid and Poison.
Gear: Command-Link Data Pad, Heavy Energy Pistol, Personal Shield Generator.
Name: Security Officer Kai
Role: Tactical Lead
Archetype: Tactical Security Specialist
Stats: STR: 15 | DEX: 13 | CON: 16 | INT: 11 | WIZ: 10 | CHA: 11 | SPD: 12
Skills: Melee Combat 4, Ranged Combat 4, Tactical Investigation 3, Intimidation 3.
Gear: Heavy Iron Composite Plate, Piston-Driven Stun Maul (3D6).
Name: Lieutenant Zara
Role: Flight Officer / Ace Pilot
Archetype: Starship Pilot
Stats: STR: 11 | DEX: 16 | CON: 12 | INT: 13 | WIZ: 11 | CHA: 12 | SPD: 15
Skills: Starship Piloting 5, Ranged Combat 4, Zero-G Acrobatics 3, Systems Tech 2.
Gear: Neural Piloting Rig, Energy Pistols, Flight EVA Suit.
Name: Communications Officer Rylan
Role: Senior Comms & Sensor Specialist
Archetype: Signal Analyst
Stats: STR: 9 | DEX: 12 | CON: 11 | INT: 17 | WIZ: 15 | CHA: 10 | SPD: 10
Skills: Sensor Operation 5, Signal Decryption 5, Tech Savant 5, Research 4.
Gear: Comms Data Pad, Long-Range Sensor Array, Signal Scrambler.
Name: Lt. Commander Darlene Head
Role: Station Psychiatrist / Counselor
Archetype: Earthen Vessel (PSI Magic)
Stats: STR: 10 | DEX: 15 | CON: 12 | INT: 16 | WIZ: 18 | CHA: 17 | SPD: 11
Skills: Psychiatry 5, Counseling 5, Diplomatic Relations 4, Truth Perception 4.
MAST: PSI Magic 6 (Empathic Healing, Mind Meld, Astral Perception).
Gear: Medical Tricorder, Personal Data Pad, PSI-Focus Array.
Name: Dr. Theron Vance
Role: Chief Medical Officer
Archetype: Trauma Surgeon / Counselor
Stats: STR: 10 | DEX: 11 | CON: 13 | INT: 14 | WIZ: 16 | CHA: 13 | SPD: 10
Skills: Medicine 5, Counseling 4, Biological Insight 3, Tech Savant 2.
Gear: Advanced Med-Kit, Medical Tricorder, Surgical Laser.
Name: Dr. Anya Sharma
Role: Senior Xenobiologist
Archetype: Alien Life Specialist
Stats: STR: 9 | DEX: 11 | CON: 12 | INT: 17 | WIZ: 13 | CHA: 12 | SPD: 10
Skills: Xenobiology 5, Medicine 4, Laboratory Research 5, Survival 2.
Gear: Biological Analysis Kit, Specimen Containment Units, Research Data Pad.
Name: Dr. Evelyn Reed
Role: Chief Astrophysicist
Archetype: Space-Time Researcher
Stats: STR: 9 | DEX: 10 | CON: 11 | INT: 16 | WIZ: 15 | CHA: 12 | SPD: 10
Skills: Astrophysics 5, Celestial Mapping 5, Tech Savant 3, Ancient Multiverse Lore 2.
Gear: Astrophysical Scanner, Star-Chart Data Pad, Gravitational Sensor.
Name: "Deep-Vein" Brak
Role: Master Asteroid Miner & Shipwright
Archetype: Gristle Grim Heavy Engineer
Stats: STR: 18 | DEX: 9 | CON: 19 | INT: 13 | WIZ: 12 | CHA: 9 | SPD: 8
Skills: Asteroid Mining 5, Hull Construction 5, Heavy Industrial Engineering 5, Structural Integrity 4.
Gear: Piston-Driven Mining Pick (4D6), Heavy EVA Sunder-Suit, Moon Crystal Scanning Lens.
Name: Chief Engineer Jax
Role: Systems Maintenance Chief
Archetype: Industrial Tech Specialist
Stats: STR: 13 | DEX: 12 | CON: 14 | INT: 16 | WIZ: 11 | CHA: 10 | SPD: 10
Skills: Mechanics 5, Systems Tech 5, Heavy Weapons 2, Industrial Repair 4.
Gear: Multi-Tool, Engineering Rig, Portable Repair Drones.
II. Medical, Scientific & Psychological Staff
III. Industrial & Engineering (The Gristle Grim)
IV. Playable Archetype Character Templates (8,956 CE)
Zimrala is a world where Earth mythology, alien technology, and ancient magic collide. Nothing proves that better than the three Playable Species we are previewing today. You have the Tygerians (the physical lords of the jungle), the Moon Elves (the magical star-travelers), and the Curators (the high-tech resident aliens).
Here are the official Playtest Stats for your Monsters! Monsters! game. Choose your species wisely.
Rules for Creation: Roll 3D6 for each attribute. Multiply your roll by the number provided for your Archetype to find your final score. All damage and saving rolls use D6s.
1. Gristle Grim Miner/Shipwright
Role: Builders of the hulls of the ships and expert asteroid miners.
Attribute Multipliers:
STR: x2
CON: x2
INT: x1
DEX: x1
WIZ: x1
CHA: x1
SPD: x1
MAST (Monster Adeptness Skills-Talents): * Hull-Breaker: Double damage against inanimate objects and fortifications.
Structural Intuition: Spend 1 Drama Point to find a ship's weak point.
Starting Gear: Piston-Driven Mining Pick, Heavy Industrial Hazard Suit.
2. Earthen Vessel (PSI Magic)
Role: Divine spirits in human containers; psychiatric and diplomatic support.
Attribute Multipliers:
WIZ: x2
CHA: x2
INT: x1.5
STR: x1
CON: x1
DEX: x1
SPD: x1
MAST (Monster Adeptness Skills-Talents):
PSI Mastery: Access to Empathic Healing and Mind Meld.
Truth Perception: Detects deception in biological entities.
Starting Gear: Medical Tricorder, PSI-Focus Crystal.
3. Star-Knight Sentinel
Role: Elite station security and masters of the high-frequency energy foil.
Attribute Multipliers:
DEX: x2
CHA: x1.5
SPD: x1.5
STR: x1
CON: x1
INT: x1
WIZ: x1
MAST (Monster Adeptness Skills-Talents):
Foil Mastery: Adds DEX score to total Combat Adds when using a foil.
Defensive Stance: Spend 1 Drama Point to parry all energy attacks for one round.
Starting Gear: High-Frequency Energy Foil, Sentinel Badge.
4. Gatergarion Portal-Breaker
Role: Massive reptilian navigators who physically anchor Multiverse portals.
Attribute Multipliers:
STR: x3
CON: x2
WIZ: x1.5
INT: x1
DEX: x0.5 (Large Size)
CHA: x1
SPD: x1
MAST (Monster Adeptness Skills-Talents):
Portal Anchor: Becomes immovable to hold portal frames open.
Resonance Sense: Detects stable portals within 500 meters.
Starting Gear: Industrial Bracers, Portal-Tuning Fork.
5. Moon Crystal Refiner
Role: Industrial alchemists who process raw asteroid ore into power.
Attribute Multipliers:
INT: x2
WIZ: x1.5
STR: x1
CON: x1
DEX: x1
CHA: x1
SPD: x1
MAST (Monster Adeptness Skills-Talents):
Crystal Infusion: Adds 2D6 to any tool/weapon for one scene.
Energy Siphon: Restore 1D6 WIZ points to an ally by draining a crystal.
Starting Gear: Portable Refinement Lab, Refined Moon Crystal Slurry.
6. Void-Walker (Ether Dragon Acolyte)
Role: Stealth and transition scouts for the Aether Spire.
Attribute Multipliers:
SPD: x2
WIZ: x1.5
DEX: x1.5
STR: x0.5
CON: x1
INT: x1
CHA: x1
MAST (Monster Adeptness Skills-Talents):
Phase Shift: Spend 1 Drama Point to pass through ship hulls.
Void Sight: See through magical or technological interference.
Starting Gear: Ether-Dragon Scale Cloak, Silent Stun-Dagger.
7. Space Police Enforcer
Role: Tactical law enforcement and investigation specialists.
Attribute Multipliers:
INT: x1.5
DEX: x1.5
STR: x1.5
CON: x1
WIZ: x1
CHA: x1
SPD: x1
MAST (Monster Adeptness Skills-Talents):
Net Specialist: Bonus to all "Hold-That-Pose" Net throws.
Field Interrogation: Spend 1 Drama Point to force a target to reveal a secret.
Starting Gear: "Hold-That-Pose" Net, Energy Cuffs.
8. Technomancer
Role: Heavy spell-matrix engineers who manipulate gravity and time.
Attribute Multipliers:
INT: x2
WIZ: x1.5
STR: x1
CON: x1
DEX: x1
CHA: x1
SPD: x1
MAST (Monster Adeptness Skills-Talents):
Matrix Execution: Cast spells (Gravity Well, Neural Shutdown) using INT points.
Hardware Override: Control automated systems or drones remotely.
Starting Gear: Data-Caster Staff, Spell-Gauntlet.
Blog Post: The Species of Zimrala One: Tygerians, Aliens, and Elves
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1. The Tygerian (The Lords of the Isles)
Origin: Earth (Descendants of the Tiger King). Status: The Dominant Power.
Description: Tygerians are massive bipedal felines, standing 4' to 8' tall and weighing up to 680 lbs. They range from golden orange to pure white, always with black stripes. They are the physical masters of Zimrala, originating from Earth mythology and arriving later than the Lemurians. They are proud, strong, and deeply cultural, speaking Old Bengali or Sanskrit. As they age, their fur turns white or develops silver patches ("Silver-Backs"), marking them as elders or elites.
Attribute Modifiers (The Juggernaut):
STR: x 5 (Superhuman Strength)
CON: x 6 (Nearly Indestructible)
DEX: x 1
SPD: x 1
INT: x 1
WIZ: x 0.5 (Low Magic)
CHR: x 2 (Regal Presence)
LK: x 0.75
Special Abilities:
Shapeshifter: Tygerians can switch between their massive Battle Form and a Human-Hybrid form at will. (Human form retains cat eyes/ears).
Feline Senses: They have Night Vision, can track by Scent, and hear the faintest noises.
Natural Weapons: Even without a sword, their claws and bite are deadly.
Tygerian Marine Archetype Template (8,956 CE)
Role: Elite frontline infantry, boarding specialists, and heavy weapons operators. They are the iron fist of the Tygerian Isles, trained to fight in zero-G and tight station corridors.
Attribute Multipliers (Roll 3D6 and Multiply)
STR: x2
CON: x2
SPD: x1.5
DEX: x1.5
INT: x1
WIZ: x1
CHA: x1
MAST (Monster Adeptness Skills-Talents)
Point-Blank Specialist: When fighting in "Closed" or "Tight" spaces (like ship corridors or mining tunnels), the Marine adds their STR score to their total Combat Adds.
Overwatch: Can spend 1 Drama Point to automatically go first in a combat round, providing cover fire that reduces incoming damage to the rest of the crew by 1D6.
Zero-G Training: Marines ignore all movement penalties and DEX-based complications caused by low or zero-gravity environments.
Starting Skills
Heavy Energy Weapons: 5
Tactical Boarding Actions: 4
Zero-G Maneuvering: 4
Hand-to-Hand Combat: 3
Starting Gear
Tyger-Pattern Pulse Rifle: (5D6) Standard issue high-impact energy weapon.
Marine Tactical Plate: (Armor 8) Heavy-duty composite armor designed for void-combat.
Magnetic Combat Boots: Essential for staying grounded on metal ship hulls.
Combat Stim-Pack: One-time use; restores 1D6 CON during battle.
GM Notes & Earl’s Intentions The Tygerian Marine is designed to be the backbone of any tactical mission. While the Gristle Grim build the ships, the Marines ensure they stay in friendly hands. Using the Humans, Humans system, the Marine’s "Overwatch" ability allows for a great collaborative moment where they sacrifice their own offensive turn to protect the "Yesterday and Tomorrow" leadership of Captain Hedges.
2. The Moon Elf (Children of Harshavar)
Origin: The Moon. Status: Ancient Star-Travelers.
Description: Moon Elves are an ancient species with skin ranging from pale blue to deep purple. They once traveled the stars but now live in tribal groups on the island of Luna’s Landing. They are masters of glasswork and sword-making, cloaking their towers in glamour to hide from their enemies. They are beautiful, magically potent, and hold grudges forever.
Attribute Modifiers (The Glass Cannon):
STR: x 1.33
CON: x 0.66 (Fragile)
DEX: x 1.33
SPD: x 1
INT: x 1.5
WIZ: x 1.5 (High Magic)
CHR: x 2
LK: x 1.5
Special Abilities:
Magic Resistance: Naturally resistant to spells cast against them.
Star-Touched: They prefer Celestial and Water magic.
Night Fighters: They excel in combat under the open sky/moonlight.
3. The Curator (Resident Aliens)
Origin: Alien Dimension. Status: Permanent Residents.
Description: Tall, thin, gray-green humanoids with triangular heads and black eyes. While some Curators visit Zimrala to capture monsters for a cosmic zoo, Resident Curators are those who have stayed behind. They are frail but possess genius-level intellect and technology far beyond the rest of the world.
Attribute Modifiers (The Tech Genius):
STR: x 0.75 (Weak)
CON: x 0.75 (Fragile)
DEX: x 1.25
SPD: x 1.5 (Fast)
INT: x 2 (Genius)
WIZ: x 0.25
CHR: x 1
LK: x 1
Special Abilities:
Tech-Savvy: Can use Beemer Weapons (Stun Guns), Omni-Recorders, and Translation Gems that confuse other species.
Adaptive Armor: Curators wear "Smart Jumpsuits" that harden instantly upon impact (Absorbs 6 Hits).
4. The Gristlegrim Space Dwarf (The Engineers of the Void)
Origin: The Asteroid Belts of Zimrala’s System. Status: Master Shipwrights & Miners.
Description: These aren't your grandfather's dungeon-delving dwarves. The Gristlegrim Space Dwarves live in zero-gravity habitats and hollowed-out asteroids. They are stocky, incredibly dense, and have adapted to withstand high radiation and low oxygen. They are the Engineers of Zimrala. If it has an engine, a hull, or a laser battery, a Space Dwarf built it, and only a Space Dwarf can fix it when it catches fire during a dragon attack. They wear pressurized "Void-Armor" and magnetic boots as everyday clothing.
Attribute Modifiers (The Void-Hardened Worker):
STR: x 2 (High Gravity Muscle)
CON: x 2.5 (Radiation Resistant)
DEX: x 1
SPD: x 0.75 (Short legs, but magnetic boots keep them steady)
INT: x 1.5 (Engineering & Math focus)
WIZ: x 0.25 (Magic interferes with their tech)
CHR: x 1
LK: x 1.5
Special Abilities:
Zero-G Master: They never suffer penalties for fighting or working in zero gravity.
Vacuum Lung: Can hold their breath and survive in a total vacuum for up to 10 minutes (CON x 10 turns).
The Fixer: Grants +2 Adds to any saving roll involving repairing hulls, engines, or mining equipment.
2. The Systems Op: Valda "Spark-Eye" Flint
Role: Electronics, Life Support, & Curator Tech Integration.
Equipment: Multi-lens goggles that see radiation and magic flows. Braided copper wire in her hair.
Specialty: "The Hack." Valda can bypass electronic locks or shut down enemy robots (Curator Drones) remotely.
Personality: Talks to machines more than people.
3. The Heavy Miner: Goran "Rock-Eater" Iron-Belly
Role: Hull Breaker & Heavy Weapons.
Equipment: A shoulder-mounted Laser-Drill (treat as a Beemer Cannon) and an Exo-skeleton for lifting ore.
Specialty: "Demolition." Goran knows exactly where to hit a structure (or a giant monster) to make it collapse instantly.
Personality: Loud. Loves explosions. Treats asteroid mining like a sport.
4. The Precision Fixer: Minder "Tick-Tock" Gold-Gear
Role: Navigation, Drone Operator, & Fine Tuning.
Equipment: Controls a swarm of tiny "Repair Bugs" (mechanical beetles) that scurry around the ship fixing leaks.
Specialty: "Jury-Rig." Can build a working device out of garbage in 1 turn (e.g., make a radio out of a toaster and some wire).
Personality: Nervous perfectionist.
Which Monster Will You Play?
The Tygerian: The Warrior King.
The Moon Elf: The Star-Wizard.
The Curator: The Alien Scientist.
The Space Dwarf: The Engineer who keeps the ship from exploding.
Welcome to Zimrala One.
Captain Hedges signing off.
Which Species Will You Play?
The Tygerian: If you want to be an unkillable warrior who leads from the front.
The Moon Elf: If you want to wield ancient magic and strike from the shadows.
The Curator: If you want to solve problems with a laser scanner and a stun gun.
Gristlegrim Dwarfs the Engineers: If you want to solve problems with an Engineering Focus you need these guys to fix and build the ship.
Welcome to Zimrala One.
Captain Hedges signing off.
Product Identity & Legal The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The Zimrala One Campaign Setting.
The Tygerian Species: Origins, Old Bengali/Sanskrit connection, Shape-shifting mechanics, and the "Silver-Back" lore.
The Moon Elf Species: "Children of Harshavar," Luna's Landing, and Moon-Steel mechanics.
The Curator Species: "Resident Alien" status, Adaptive Jumpsuits, and Beemer/Omni-Recorder tech.
The specific "Hedge Wizard of the Shreveport Cabin" persona. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as official playtest material for the Zimrala One Campaign Setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.
How is that? I made sure to stick to "Species" exclusively.
Now, regarding the Tygerians—since they are the stars of the show, do you want to list any Tygerian-Specific Weapons in this post, or save that for a separate "Tygerian Armory" post later? The Moon Elves got their "Moon Steel," so the Tygerians might need something iconic too.
V. GM Notes & Earl’s Intentions
This is a Sci-Fi setting built on the Monsters! Monsters! 2.7 and Humans, Humans systems. All checks use D6s. Captain Hedges is the Commanding Officer—a bridge between the technologies and cultures of yesterday and the possibilities of tomorrow. The Gristle Grim provide the industrial backbone, mining asteroids to build the very halls of the ships.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
Settings & Locations: The Tygerian Isles (located within the world of Zimrala), The Leo Constellation Sector, and the specific mechanics of the Ether Dragons and their portal travel.
Personas & Archetypes: The specific "Hedge Wizard of the Shreveport Cabin" persona, the "Royal Cartographer" archetype, the character "Emperor Rajah," and the character "Father Leo" (The Living God/Lion of Judah).
Units & Groups: The Tygerian Marines and the Gristle Grim Dwarven Engineers/Miners.
Campaigns & Lore: The Tiger Force Shadow Saga, the "Nebula as Mane" cosmology, the Heart System, the Great Tree of Life, the Ghost-Frequency, the Anchor of Ash ritual, and the Seven Virtues of the Ariel.
Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor.
Third-Party Rights & Permissions: Monsters! Monsters!®, Humans, Humans® (1st Edition), and The Monsterary of Zimrala® (MoZ), including the World of Zimrala, are trademarks of Ken St. Andre and Troll Godfather Press and are used with explicit permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles and Leo Galaxy campaign settings.
© 1970–2026 Arthur Earl C. Hedges Jr. All rights reserved.
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