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Infinity 12 Aliens and monsters and spirits [08 18 2018] ~ by Brett Nortje.

Aliens & monsters! What you have all been waiting for... This is a list of a few of the types of
monsters you might meet, combined with aliens and a list of where you might find them. Naturally,
you might go looking for a monster to retrieve a part of them, magically imbued or so, as a
component in a ritual for your character or a known spell castert too.

[01] Tiger men are a race of warriors, and a keep a code of conduct that players would find hard to
follow, having to pray every hour and so forth. They typically get involved in battle and venture out
in solitary conditions, much like a scout slash warrior that looks for renown. They meet up and
discuss their adventures often, then pay their respects to the gods. They mature very quickly and
lead a very short life. Although moral and loving to each other, they regard each other race as fair
game, proud to the core and simply trying to get others to succumb to their authority or face combat
with them. They are rather rare to encounter out in space or in any colony, mind you.

[02] Cardassians are the most sadistic, hedonistic and base people you could ever hope to meet.
They treat other races as if they were dirt and have accumulated a great nabt enemies, of those that
can stand against ‘the tide.’ The tide is their own private crusade to enslave all other races, slowly
infiltrating constelations and trying to buy the local authorities if they cannot simply take them over
all the same with military might. They are terrible warriors by player character standards, but rely
rather on guided weapons for their military.

[03] Ferengi are neutral and peaceful, and, like money and fortunes above all else. They will seek to
bargain on their death beds, some say, and, from a young age, they are taught the value of money.
They usually receive their first allowance when they are nine years old, an investment for them to
deposit into something that they choose, and they get beaten if they do not listen to their elders
regarding the affairs of the markets. Yes, thrust into a corporate machine from a young age, they
live for greed and excess.

[04] Romulans are very secretive and anti social, but are not that bad, while untrusting and
paranoid, they are not bad people, genrally speaking. They are as if a willingly antisocial race, and,
they shun contact with other races – this is why players may not choose to be them. They will trade
and stuff, but prefer to be otherwise left alone, unless war beckons, where they actively seek allies,
being not the greatest of warriors either.

[05] Goblins are a semi advanced race – where humanity is advanced with technology, they are
lacking, where humanity is still coming to with rituals and spelll craft, they are rather advanced.
They are really nasty little critters that swarm all over food and stuff in their pirate ships, as they are
very lazy and they abused the advanced aliens that were silly enough to land on their planets. They
actually mutinied on them, where they had a deal, they got close to these Technology aliens and got
their hands on basic equipment construction abilities and toolmaking molds, as well as
encyclopedias about various things – they were in the stone age a hundred years ago.

[06] Lizard Men are, like the Romulans, very unto to themselves They like to engage in piracy, like
goblins, but have more clout to their own self image than the out and out pirates. They used to hold
allegience with dragons, serving them with technological advances, as they had a bit of flair for this
type of activity. They served the evil dragons well, but as soon as the dragons learned how big the
universe was, they shed the lizard men as if they were dead skin and engaged in trying to conquer
that galaxy and others too. The lizard men, bent into servitude, now alone and seeking protection,
roam the galaxy searching for security, as, although numerous in scope – that they are often found
in constelations, naturally - they have a ‘Zionistic Agenda.’ yes, they seek a home world where they
can lay their backs against.
[07] Hobgoblins are fierce enemies of dwarves – ever since they laid eyes on them, the rivalry
comign from their perspective of the world, as, if reversed, or, put differently, just collided. As
expert craftsmen themselves, also not taking a fancy to magic, also burrowing deep into hills and
mountains, they want to fight them as if they were two rival dogs at a dog fight. The Hobgoblins are
decent warriors, unlike the dwarves who are fierce and competent warriors, but they are far more
numerous and rely on their numbers to gain any significant victory. They will never dwell in a city
or colony that has dwarves, preferring the less kosher or less halal peoples of the galaxy to ‘those
that walk amongst dwarves.’

[08] Drow are the sworn enemies of elves, as, they live underground and the elves love the
sunshine, they cast harm and curse spells and the elves tend to the nature around them. It is true that
the Drow want to take the subteranean wastes above ground, while the elves are out to stop them.
Not being stupid enough to actually want to lead to another global warming incident, anwyhere, and
knowing that we need plants for food and for air and rain, they seek to deplete grass lands and
desertify the landscape, as that air is nice to them – imagine feeling sick by the air you breathe?

[09] Driders are the sworn enemies of the Ashanti and spider people, as they inhabit the same areas
and despise the sight of one another. While Ashanti stand for peaceful yet questionable means for
resolutions, the Driders will seek to destroy all that defy their gods. The Driders are darkness
dwellers, and, can see in the dark excellenty. They are more aggressive than Ashanti, so do not
harbor their inability to work with technology. Players may not play this race because they are very
evil and sadistic and have a tendency to declare genocide on all that defy them, when the numbers
pan out. Otherwise, they are expert spell crafters and casters.

[10] Hobbits are a very social race, and, they will help the odd pserosn they meet, with great
compassion. They are very talkative and like to engage in philosphya nd appraisals of the world
with complete strangers, even though they don’t stick on them for too long. They will also bless
things for the creature, with minor amount of cmbined faerie and innate powers. They will never
look o fight, but they might stand up for the right cause. It is hard to get into a fight with a hobbit,
indeed. Among the blessings they can grant exclusively, and they might grant a random tick of their
choice upon meeting you... or you could ‘exort it from them...’ Included are some in this table

Hobbit blessings, might be randomly rolled on a [d10]


[D10] roll Blessing Description Cost
[01] Cup of manna Refills manna pool, [d30] points 350
[02] Vitality surge Refills [d10] health pool 500
[03] Protection Defers next [2] Attacks on character 20,000
[04] Hobbit’s Blessing Remove addiction 7,000
[05] Purge disease Remove disease 10,000
[06] Hobbit’s fire Enchants an item to glow permanently 50,000
[07] Vial of healing Stops a wound as it is drank 1,000
[08] Vial of courage Automatic win next [3] morale checks 1,000
[09] Collage alteration Randomly reroll “avatar” and “culture” 300,000
[00] Remove flaw or demerit Removes a demerit or flaw. 500,000
[11] Dwarves, These are mou9tnain dwelling beings of earth and they will strive to help anyone that
they deem just. Tales have been told of dwarves charging into battle withou reinforcements but they
are few and far between. More passionate, than rational, more reserved than loud, more noble than
social, they find themselves a fine place in society fincnancailly and security wise, smithing items.
If you happen to bump into a dwarf, they might sell you one of the following table of contents. Of
course, if you raid a dwarves stash, or, killa dwarf, you might find the following.

Dwarven items random rolls for ‘alternate acquisition’


Type Differences Cost
[01] Dwarven Fusion Rifle Plus [20] points of damage, regular ammo Typical + [60,000]
[02] Dwarven Gauss Rifle Plus [five] points of damage, regular ammo Typical + [10,000]
[03] Dwarven Gauntlets Plus [2] to “Physique” 700,000
[04] Dwarven Riot shield Damage threshold / armour of [40] 400,000
[05] Dwarven Medium Armor Armour of [90] load [2] 800,000
[06] Dwarven Heavy Armor Armour of [300] load [3] 2,000,000

[12] Elves, can be found in remote areas, minding to themselves,a nd minding themselves too. They
seldom get involved in the society around them, as they find that it is too demanding, nott hat they
are lazy, they just don’t like to discuss things with htose they consider inferior, of course. If you
ever meet an elf, they might sell you some of this gear, listed on this table.

Elven gear
Item Details Cost
[01] Ring of air Deflect damage of two points per hit. 500,000
[02] Ring of fire Refills manna pool two points per round. 500,000
[03] Ring of earth Refills one health point per hour. 500,000
[04] Ring of water Immune to diseases and curses. 500,000
[05] Chain of emojis Acquire [2] “adventure points” extra per session. 3,000,000
[06] Chain of love [2 x Aura] warmth, +[3] related talents. 600,000
[07] Chain of freedom Never charmed, ignore mind tricks. 850,000
[08] Crown of life Double health pool, share health points at will. 1,000,000
[09] Crown of soul Enter into fouth dimension where spirits dwell. 5,000,000
[00] Crown of mind +[3] points to all mental satistics and attributes. 7,000,000

[13] Psions, are similar to octopi with their heads and inhabit realms were their pride witht their
telepathic powers cannot be challanged. They are rather immoral, trading dishonestly and selling
contrband illegally with their orders. They excel at typical office work, and, in leadership roles, but
they are totally in control of the telepathic avenues of the universe, controlling who hers who, who
sees what and other novelties of theirs, as they have the best genetic minds to manifest this game of
theirs. It is safe to say, even though they are not warmongers, one would be stupid if not suicidal to
challenge them or go to their haunts. Hey, that sounds like a good adventure, don’t it?

[14] Glaiven, are huge hairy bull headed men, the pure form of minotaurs, and, scour the universe
searching for the evil that permeateds and infests every corner of the solar planes, and within too!
They will use the decent technology of theirs, as they have no patience for crafting their own wares,
so often work with dwarves, lupines, tiger men and sectoids to barter for weapons and craft. They
eat only freshly ground vegetables, fruit and grass, aything vegetative, and, abundant, shunning
things that reek of death. They have elaborate funerals for their fallen heroes, and, trainees too.
Their milk is so fine it will remove any disease after a week, as it is rife with mutated white blood
cells and hybrid red blood cells from the blessed religious and philosphical breeding they employ.
While not antisocial, it is impssibel to lie to a Glaiven, as their snout smell the hints of lies and
deciept effortlessly...

[15] Succubi, these are related to vampires, and, they use emotive impulses to sell their wares on the
markets, exceptionally gifted with fragrances and novelty food stuffs. They tend to be on the plump
side, and, they use charms as if they were going out of fashion. It is unknwo if they know the
difference between right and wrong, but anyone with half a brain cell knows they don’t care. They
have no war ships, bribing amoral races for security, as the moral ones shun them. Stuck between
the light and the dark, they also embrace shadelings to spread their messages through the solar
planes, as the psion hate them, even though they would not rouse them to fight in a dignified
manner.

[16] Anglia, these super religious beings like to use their angle wings to fly, and, spread the
messages of their lords through trials for the mortals. Nearly impossible to find, they might be upon
you with shackles, and stun guns, trying to capture you and make you answer for all your sins, if
they suspect you of transgressions agains their patron elements or codes, which they seem to keep
secret, as they fear others ascending to theirn blessed state and fnding ‘peers.’

[17] Shadelings, travel from shadow to shadow, enjoying the setting sun’s dusk conditions and
dawns’ limbo of light. They will trick people into sellingtheir souls to them, that they tear apart and
devour for the development they crave. Every “All Saint’s Eve” they chase and feast on the souls
that have not made it to the final resting place, as some stay behind, for some reason. They often
take things up to their haunts and hideaways, even though they have no home, and trade them in the
shadows and travle the galaxy in search of fresh souls.

[18] Ghosts, are typical ghosts, that may scare you to death. The only way to beat a ghost is to seek
divine intervention or cast spells at it, weapons do not work! Ever since “The Awakening,” the lost
souls have scoured the world looking for people that will suffer, to vent their anger at them, that
they are denied eternal rest, if you will?

[19] Demons, rise up out of the bottomless pit seldom, but espeically on the fifth of each month,
they tend to get involved. These beings can cast all manner of spells, and, when they manifest, they
will be vulnerable to weapons and feel apin if hurt. Their goal is to have their gods renowned
through fear, of course. If they remain out of their hells for too long, they will slowly dissolve, of
course

[20] Angels, hate demons, and are the moral equivelant of them. They suffer the same penalties and
that sort of thing, but are far stronger, bringing glory to their gods through spreading their good
wishes for the world.

***

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