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Kopru Group, Stealthy Talons (d8 damage) 6 HP 2 armor Close Special Qualities: Charm as per wizard spell, Amphibious Koprus are a degenerate race of heat-loving amphibians. Though they possess intelligence and power, their civilization has been in decline for generations.Evidence suggests that koprus once boasted a powerful undersea culture. They mastered psionics and built an extensive cities. But climactic shifts or increased competition from other marine races started these creatures on a descent into barbarism that continues to spiral.The expansion of kopru society is severely limited by their need for extremely hot, wet environments (such as volcanic hot springs).Adventurers tell of finding ruined kopru cities on the ocean floor, filled with exotic treasures and occupied by monstrous marine life. Scholars guess that the kopru ability to read a charmed creature’s thoughts may be the last remnant of the psionic abilities so common during their days as a civilized power.Koprus view humans as brutes to toy with and control. They stalk strangers that wander into their realm, then attack at the victim’s most vulnerable moment. Their society is described as being "matriarchal and savage".The kopru, a man-sized creature with a humanoid upper body, has a smooth head, large eyes, and a tentacled, sphincteral mouth. Its two arms end in webbed, clawed hands, and its sinuous lower body splits into three fluke-like, prehensile tails, each capped with a sharp hook. Kopru skin, light tan at the creature’s hatching, gradually tums to olive in adulthood and fades to a sickly brown in old age. Instinct: Charm and enslave intruder
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Guardian Gray Ape Group, Organized, Intelligent, Construct Rip asunder (d8+2 damage) 10 HP 0 armor Close, Forceful Special Qualities: Transformed victim of the Fountain of Life The ruins of the ancient city is inhabited by some ape-like creatures who are highly intelligent and try to keep anyone away from the Fountain Of Life by force, attacking any human that enters the city.These apes are about 7 feet tall and covered in shaggy, grey-white fur. They roughly resemble gorillas, but are more upright. They also have larger tusks and bloodshot eyes. They are magically bound to the forgotten temple after drinking from the Fountain of Life. Instinct: Charge!
- Guards
- Call for more Gray Apes
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Gigantopithecus Solitary, Large Pummel (w[2d10] damage) 16 HP 0 armor Reach, Forceful It’s name says it all; it was a monstrous ape, closely related to the orangutan, that roamed the bamboo forests, jungles and mountains of China, India and Vietnam during the Pleistocene. It was a vegetarian, but scary nonetheless; it could grow up to three meters tall and weigh up to 550 kgs! Its strength must have been extraordinary and probably kept it safe from most predators. It finally went extinct 300.000 years ago, possibly due to overhunting by early human species or as the result of climate change. Of course, all yeti and bigfoot believers like to think that Gigantopithecus survived somehow in the most remote parts of the Himalaya… Instinct: Peaceful unless angered
- Protects territory
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Harbor watch Horde, Intelligent (d6 damage 1 piercing) 6 HP 1 armor Close, Near, Far Usually ex-military, Harbor watchmen are more adept and equipped than the city police and have a higher sense of duty. They are sworn to protect the water and skies around Lanark. They are harder to bribe than the police, but given the corruption in the city that’s not really saying much. Instinct: Protect Harbor
- Chase criminals by boat or airship
- Enforce the Law
- Follow orders
- Take (Large) Bribes
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Dino Lieutenant Group, Cautious, Hoarder (d10 damage 1 piercing) 6 HP 5 armor Close, Near These salamanders are descendants of dinosaurs and stand roughly the same height as the average human. They have the ability to wield martial weapons and usually carry shields as well. Dinos are typically heavily armored, and are experts at martial combat, making them a formidable opponent. They are often mercenaries, or middle level members of gangs and love collecting valuables and trinkets. Instinct: To collect treasure
- Parry enemy attacks
- Attack with sheild
- Take orders
- Give Orders
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The Red Dragon (Crime Boss ) Solitary, Magical, Intelligent, Hoarder Claws (b[2d12+2] damage 1 piercing) 12 HP 1 armor Close, Forceful, Near Getting his name from his Draconic features, The Red Dragon is rare breed of Salamander known as Dragon Born. These mighty reptiles are said to be descendants of the legendary dragons (the God Magmus’ most trusted advisors.) They are revered in Dragon Earth and are typically royalty. Unless they are on a diplomatic mission, it is extremely rare to see a Dragon born outside of Dragon Earth. No one knows for sure what brought the Red Dragon to Lanark, but many suspect it was to build an empire for himself instead of having one handed to him. The fearsome crime lord is driven by greed and a thirst power, relishing in building and growing his empire. His cunning, strength, mercilessness, ambition and ability to breath fire make him a nearly unstoppable force. Instinct: Assert dominance, amass wealth and power
- Give orders
- Outsmart his opponents
- Intimidate
- Show no mercy
- Evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.
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FREEDOM FIGHTER (MILITIA) Group, Small (d8 damage) 6 HP 1 armor Close Be they homesteaders, former factory and mine workers, displaced halflings or others oppressed by the corporate regime, these hard-working men and women are sick of being a part of a system that is rigged against them. The time to rise up has come. Faced with overwhelming force, these common folk have resorted to using any tactics necessary to fight their oppressors, defend their homes and win their freedom. Unfortunately, innocent folk may get caught in the crossfire . Instinct: Disrupt the status quo.
- Attack Corporate and Government Oppressors
- Set traps and/or use explosives
- Blow horn to call for help
- Act rashly
- See things as black and white
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Freedom Fighter (Militia) Group, Small, Intelligent, Organized Short Sword (d6 damage) 6 HP 2 armor Close, Near Be they homesteaders, former factory and mine workers, displaced halflings or others oppressed by the corporate regime, these hard working men and women are sick of being a part of a system that is rigged against them. The time to rise up has come. Faced with overwhelming force, these common folk have resorted to using any tactics necessary to fight their oppressors, defend their homes ans win their freedom. Unfortunately innocent folk may get caught in the crossfire Instinct: Distrupt status quo
- Attack Corporate and Government Oppressors
- Set traps and/or use explosives
- Blow horn to call for help
- Act rashly
- See things as black and white
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Freedom Fighter (Guerrilla) Group, Small, Stealthy, Organized, Intelligent Hunting Bow (d8 damage 1 piercing) 6 HP 1 armor Close, Reach, Far Descents of the rangers and trackers that lived here long before civilization arvied, these halfings, elves and human folk preffer a simple life style living off the bountiful resources Gaea provides. They make the woods and mountains their homes and work with other rebels to deffend it. They pride them selves on moving through the wilderness without being detected and will go to great lengths to stay hidden. Instinct: Protect their homelands from the shadows
- HIde amoungst landscape
- Sets traps and ambushes.
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Metal Rear Solitary, Huge, Stealthy, Construct Heavy Vulcan Guns (b[2d10+7] damage 5 piercing) 24 HP 5 armor Reach, Forceful Special Qualities: Vehicle The metal rear is a truly humongous tank created by the Ptolemaic. Due to its sheer size, it can go where most tanks can't by crushing all obstacles. And what obstacles could stop it is often circumvented due to its high powered hydraulic jumping equipment. It's weaponry is high powered and makes the vehicle easily capable of going toe to toe with dragons and giant. Instinct: To serve its operator
- Fire it's main gun for D12 damage, 4 Piercing, Group
- Surprisingly, capable of jumping