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Diablous Machina Solitary, Large, Organized, Intelligent, Construct Cannon (d10+4 damage 3 piercing) 27 HP 4 armor Forceful, Far Special Qualities: Metal, Daemonbound The Ancestors bound a Daemon of Strife to the Bandit's cannon as part of their contract. Now the deadliest weapon of these thieves must be chained down for fear it will break loose. An aura of rage surrounds the implement, an anger so great that it can inspire even the dead to move. Instinct: To lay ruin
- Fire flaming cannonballs
- Raise dead bandits
- Smash through obstacles
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Bandit Leader Group, Organized, Intelligent Whip and Pistol (d8+2 damage) 10 HP 1 armor Close, Forceful, Near Bigger than the average bandit. Instinct: To raid
- Use another Bandit's move.
- Use another Bandit as a meat shield.
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Bandit Rifleman Group, Organized, Intelligent Flintlock rifle (d8 damage 1 piercing) 6 HP 1 armor Far, Reload A bandit with a gun in the Copperleaf Woods. Never has quite enough powder. Instinct: To raid
- Lay srupressing fire.
- Call for defenders
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Bandit Slicer Group, Organized, Intelligent Twin swords (d8 damage 1 piercing) 6 HP 1 armor Close A humble bandit that makes camp in the Copperleaf Woods. Probably wishes they weren't here. Instinct: To raid
- Deal harsh, bleeding wounds.
- Shout for help.
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Infested Cadaver Group Grasping hands (d8 damage) 14 HP 0 armor Close Infected by the corrupted strain of plants in the Copperleaf woods, these cadavers obey the whims of the Dryad. Instinct: to spread the infestation
- Vomit choking spores.
- Gang up on the wounded.
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Solitary, Devious, Construct, Terrifying (b[2d8] damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Created by mistake, The Flukeman – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology. The Flukeman transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply, and attacked because its victims' bodies provided generative nourishment. A photograph of a wound from an encounter with the Flukeman. Typically, a survivor of a bite by the Flukeman would be infected with a flatworm which the victim would cough up, at a later point. The wound pattern from the Flukeman's bite looks similar to scolex attachment but is much larger. There is evidence to suggest a bite by the Flukeman might result in a survivor subsequently experiencing a peculiar, unfavorable taste in their mouth that would be difficult to remove, although not be accompanied by a difficulty with swallowing. In the one recorded case of a Flukeman bite-victim experiencing such an unpleasant taste, the victim had also swallowed a mouthful of sewage, at the time of the attack. It is therefore unknown whether the Flukeman or the sewage was to blame for the unfavorable taste. Like other fluke or flatworms, the Flukeman had no sex organs and was genderless but was, even though technically human, capable of spontaneous regeneration. Instinct:
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Flukeman Solitary, Devious, Terrifying Infecting Bite (b[2d8] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Regenerates unless killed by fire, magic or acid The Flukeman – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology. The Flukeman transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply, and attacked because its victims' bodies provided generative nourishment. A photograph of a wound from an encounter with the Flukeman. Typically, a survivor of a bite by the Flukeman would be infected with a flatworm which the victim would cough up, at a later point. The wound pattern from the Flukeman's bite looks similar to scolex attachment but is much larger. There is evidence to suggest a bite by the Flukeman might result in a survivor subsequently experiencing a peculiar, unfavorable taste in their mouth that would be difficult to remove, although not be accompanied by a difficulty with swallowing. In the one recorded case of a Flukeman bite-victim experiencing such an unpleasant taste, the victim had also swallowed a mouthful of sewage, at the time of the attack. It is therefore unknown whether the Flukeman or the sewage was to blame for the unfavorable taste. Like other fluke or flatworms, the Flukeman had no sex organs and was genderless but was, even though technically human, capable of spontaneous regeneration. Instinct: Infect
- Inhabit Sewers
- Infects with spawn
- Regenerate
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Xenomorph Horde, Stealthy, Organized Claws (d8+2 damage) 3 HP 3 armor Close Special Qualities: They use sonar. They have no eyes., They look like an M.C. Escher painting. If you've seen Alien or any of its sequels. You know what I'm talking about. Instinct: Lay eggs and conquer territory
- Kill people
- Silently attacks from behind cover or behind prey
- Hivemind - each xenomorph is mindlinked with their queen. If they are in trouble, they can telepathically call for assistance from the queen who then sends other xenomorphs to their aid.
- They are older than Man, Elf, or Dwarf
- Acid blood
- Bite at Hand/Close range
- Tail can stab or slash at Close
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Roberto Draken Solitary, Stealthy, Magical, Devious Rapier Slash (d8 damage 1 piercing) 12 HP 3 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Roberto is immune to cold and freezing. Roberto is a witchbreed and a student at Master Carlos Javier's Select College for the Sons of Gentlefolk. Before Roberto was recruited to the College by Master Javier he worked in Ankh-Morpork on the docks in the Shades. He had a typical city upbringing, and has served a few tenures on merchant ships as a cabin boy. Roberto's witchbreed ability allows him to create, control, and utilize ice, frost, and snow. Instinct: to captain his own royal ship of the line.
- Ice Shell
- Project Extreme Cold
- Ice Blast
- Create Super Hard Ice
- Freeze Moisture
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Carlos Javier Solitary, Tiny, Stealthy, Magical, Devious, Intelligent Mind Blast (d8-2 damage) 12 HP 0 armor Hand, Reach, Ignores Armor, Near, Far Special Qualities: Mentally detect other beings. A Witchbreed with powerful mental abilities, Carlos Javier was once friends with Grand Inquisitor Enrique Eisenhardt, giving him a helmet that made it impossible for Javier to read his thoughts. The two broke their friendship and became enemies when their goals in life became in direct conflict with one another. With the Queen's permission, Carlos went on to open Master Carlos Javier's Select College for the Sons of Gentlefolk, where he would find Witchbreed children and train them in the use of their powers. Javier is a close confidant and friend of the Queen and is an interior member of her social circle. Instinct: to train witchbreeds to use their talents, and keep their identities secret.
- Alter the mind of another.
- Telepathically camouflage himself and others.
- Create a telepathic illusion.
- Control the minds of others.
- Astrally project and communicate.