Just in case nobody has found them yet...
http://www.gregstolze.com/1RollSpells.pdfhttp://www.gregstolze.com/1RollMonsters.pdfAnd a big fun thread at rpg.net over here:
http://forum.rpg.net/showthread.php?t=488677And here's an esoteric discipline just for monsters that I did:
Monstrous HusbandryThere are rumours of the Guschen tribe of short Truil fishermen who have been seen frolicking in the bleak sea with playful sharks. There are stories of Dindavaran vagabonds who are followed by a flock of alert and vicious libeizu. The famous Blue Circus of Uldholme has a giant flying bat monster which will amble among the braver but paying customers. In far away Kiqwani, the tethered-spear hunters wait in the river and direct their crocodiles to flank vulnerable prey.
For people that specialised in fantastic animal training and husbandry are staples of fantasy literature. In Lankhmar - and in Ankh-Morpork - the thief guilds have rats that act as spies and couriers. How cool is it to have a mounted wooly auroch in your bronze age game or a snake-worshipping priestess with a few attack vipers on her beck and call? Want your elfin knight to charge down its worg-mounted goblins on a huge unicorn? Then this is the specialist esoteric discipline for you.
Some notes for your considerationAlthough this is a generic discipline, each use of the discipline only works on a single type or species of animal. If you want to train both hounds and cats, a single Expert: Animal Training may be useful for general husbandry but each animal type requires its own Monstrous Husbandry. To control a trained monster, you also need the same speciality of Monstrous Husbandry. Define it by calling this esoteric discipline [insert your choice of Monster here] Husbandry.
SecretsSome animals that are typically untrainable or national secrets (like biauchri, sharks or haischenvemligs) can only be trained or fully trained once an additional 4-point secret is bought. Game Masters must decide if Monstrous Husbandry adds up with, is negated by or supersedes the creatures listed features (like the biauchrus, Reign 321).
Animal CompanionSome creatures also require Animal Companion. To stop this esoteric disciple being an experience point hole, simply convert every dot of your animal companion advantage into 5-points of skills and advantages once you reach the third level in Monstrous Husbandry. If you want your animal to have speech, it's a two-point advantage with the GM's permission. It's tricky to handle a talking animal without it becoming like a children's comedic farce but it can be done right; Hristomilo had a talking rat, Gulliver had a talking horse and when you're in Pahar don't be surprised if there's a murder of crows begging passersby.
Is it a pet, familiar or player character?There is no line you shouldn't cross here. If your animal or monster becomes viable to be a viable player character and someone or everyone wants to play it, go for it. Swap duties around the group. It could be fun.
Breaking in the beast (One point)
Your animal or swarm's trainability is halved. Animals with no feasible training are now Training 5.
Harnessed cunning (Two points)
Add three to your animal or swarm's Tricks.
Bright obedience (Three points)
Add three to your animal or swarm's Charm (for friendly critters), Command (for intimidating watch-whatever) and Knowledge (for those smart, spying critters). They are limited to two in each.
Domesticated docility (Four points)
Ignore your animal or swarm's Trainability. It is now zero.
Bonded discipline (Five points)
Give your critter 15 points in skills and advantages. Paths and Disciplines are probably out of their league.