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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.
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Stiven Rojhaz Solitary, Divine, Intelligent, Cautious Shield Bash to Tomahawk Throw (b[2d10+4] damage 2 piercing) 18 HP 5 armor Close, Forceful, Reach, Near, Far Little to nothing is known of the mysterious figure known as Rojhaz. It is believed that he hails from the Ram Top Mountains, close to Cori Celesti. Some even believed that he was placed on the Disc by the gods themselves to complete some kind of holy quest. All that is known about him for certain is that he is one of the greatest heroes of the Disc, and that he will lay down his life in service to the Queen. Instinct: to guard and protect the Queen at all costs.
- Fire a hail of arrows.
- Complete an amazing feat of strength.
- Inspire others to action.
- Move at peak human speeds.
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Clara Curioso Solitary, Divine, Magical Octarine Energy Bolt (d8 damage) 14 HP 0 armor Close, Ignores Armor, Far Clara is the very quiet and reserved wife of Doctor Cornelius Curioso. Not much is known about her except for the fact that she arrived in Sto Lat with Cornelius, already with the title of his wife, after one of his extensive sabbaticals. Most don't know, but Clara is just as accomplished of a wielder of magic as Cornelius. Instinct: to assist Cornelius in his studies and mystical affairs.
- Project octarine energy shields.
- Cast a masterful illusion.
- Cloud and mesmerize the mind.
- Levitate for short distances.
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Malcolm 'Murdock' Murphy Solitary, Stealthy, Devious Dual Club Attack (b[2d6+2] damage 1 piercing) 16 HP 2 armor Close, Forceful, Reach, Near Special Qualities: Murdock shows no fear in the face of danger. Malcolm began his career as a traveling blind beggar and poet, singing songs of heroes, and appearing weak and helpless. Murdoch is now known as the blind balladeer minstrel, he is also known as a living legend of a playwright. His charisma is second to none, he can bring a hearty laugh and warm smile to the most stoic of individuals. He is an A-lister among the entertainment found on The Isle of Gods in Ankh-Morpork and a very vocal member of the Actors' Guild. He is a Sto Lat patriot and he always premieres his new works in the Queens Amphitheater. Secretly he is an adventurer for hire, who charged reasonable excessive prices to anyone who had the money, for any job. He has extremely heightened senses and he is a masterful martial artist. Instinct: to culturally enrich the Disc, and enjoy life through adventure.
- Feel minute temperature and pressure changes in the atmosphere.
- Detect and/or recall odors.
- Detect an acoustic pressure changes.
- Discern whether a person is lying.
- Amazingly display his acrobatic and martial skills.
- Talk his way to what he wants.
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Twisted Abominations Group, Magical, Stealthy, Planar, Terrifying, Amorphous Spines and claws (d8 damage 1 piercing) 13 HP 5 armor Close Special Qualities: Otherworldly flesh, Instinct: To cause terror
- Cause warping mutations
- Move sideways through reality
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Peter Parquagh Solitary, Stealthy, Devious Punch and Kick with Blinding Speed (d8 damage 1 piercing) 12 HP 2 armor Close Special Qualities: Superior free running and climbing. An orphan, Peter was raised by his Uncle Benjamin and his wife in the Octarine Grass Country, until one year, on his birthday, Sir Nicholai Fury came to his door. Fury had known Peter's parents and sought Peter to enter into his service. He became Fury's assistant, helping him on all manner of assignments. Peter has a mind for science and is filled with wonder. PEter has impressive speed and the ability to reach the unreachable. He has been known to recover certain sensitive items for Sir Fury and the Queen. Instinct: to assist Sir Fury.
- Steal a desirable item.
- Sneakily disappear in the shadows.
- Use grappling devices.