The Western Shores Campaign

Lizardmen


Lizardmen - Package Deal

Warm Blooded -
Char Maxima 23 Str $3
23 Body $6
23 Pre $3
1/2 D6 HKA $10
18 Int -$1
18 Dex -$3
18 Ego -$2
16 Com -$1
Distinctive Features -$15
Total Cost $0
Cold Blooded
Char Maxima 23 Str $3
25 Body $10
23 Pre $3
1/2 D6 HKA $10
+1" running $2
+1 Spd in Hot Weather (>40 C) $7
10 Int -$5
18 Dex -$3
14 Ego -$6
16 Com -$1
Distinctive Features -$15
-1 Spd in Cold Weather (<5 C) + -$7
-1 Spd in Very Cold Weather (<-5 C)
Total Cost $2
The cultural package for the Cold Blooded will naturally have a lot

more disadvantages in it than the other.

Lizardmen - Physiology

What of the Lizardman physiology. How far have they evolved? Are they completely bipedal? What do they eat? Carnivorous, omnivorous? Can they survive on plant matter? Is the body still slightly forward slung? How vestigial is the tail? Has it disappeared completely? Colouring? Eyes? I assume there is no hair. Is reproduction by egg or live birth? What happens if SPD is reduced to 0 due to cold weather? What if 0.1 SPD? Do they do the manga thing and find themselves attracted to human females? Or lusting after even? What is the average size and build? Are the males larger? More active? Are the females subjugated to the extent of medieval Arabic society? Are cold-blooded's larger or smaller? What are the magical capabilities? Is it possible to have an aptitude for magic without training? A latent ability?

Lizardmen - Physiology

Warmblooded

More upright, larger scales, almost always bipedal. Tend to eat meat, but are not fussy as to it's state (alive/dead/rotting) but also eat vegetables (omnivorous). Not forward slung, no vestigal tail. Colouring - eyes vary from black to yellow to red (warm colours only). Scales vary in warm colours, but are usually brown to sand coloured. They do have distinctive, individual markings. Hair - none. Reproduction - live birth. Average build - 5-6 feet tall, and very heavy (picture an upright Komodo dragon) Genders - 2, male and female. There is only a difference in clothing. If naked, you can not tell the difference. There are male, female and common languages. Slaves are only allowed to speak common. Magic - Cannot be learned, must be born with it. Magic is rare and highly sought after. Psychology. Humans are regarded as weak and ugly. As are all other races. Females are not subjugated, they have slaves.

Coldblooded

Less upright, smaller scales, bipedal about half the time. Tend to eat more meat than vegetables, usually live or a fresh kill. Somewhat forward slung, most tend to have tails (used for balance only). Colouring - Eyes in general are yellow or red. Scales vary a lot, some being bright, some cool coloured etc. Also with individual markings. Hair - none. Reproduction - Egglaying (then fertilised) Average Build - 4-7 feet (more varied than Warmblooded) and somewhat heavy (think velociraptor) Genders - 2, male and female. Females tend to be smaller and less brightly coloured. Naked, they are also indistinguishable except for colouring. Magic- Cannot be learned, must be born with it. Incredibly rare in Coldblooded and shunned if found. Psychology - Usually too fearful to be as xenophobic as warmbloods. They find all non-reptiles ugly, same as warmbloods. Usually too busy to think about anything else.

Rules Points

Cold Bloods in different weather.

The temperature affects the characteristic maxima of their speed, lowering or raising it. If lowered then points spent on SPD are less affective, possibly halving speed. Speed can not be reduced below the formula amount (you can't halve zero). If they were put in an extremely cold place and did not die of hypothermia, they would be paralysed (don't go north in other words). Naturally warm clothing is less effective, and a magical heating device would be the only useful source of warmth. For example formula speed is 2

normal maxima is 4
you spend 40 points on speed to raise it to 5
10+10+20 (normal+normal+double because it is over maxima)
in cold weather the maxima is reduced to 2
40 points in speed now equals speed 4 (20+20) (double+double)
in hot weather the maxima is increased to 6
40 points in speed now equals 6 (10+10+10+10)

Lizardmen - Religion

Lizardmen follow the Amtal rule - Test till destruction. They live in deserts and honour survival and strength. Lizardmen worship the forces of nature. The Elven equivalent is Physical Nature (not a manifestation). Sacrifices are made for the good of the tribe, always sacrificing the weakest. Mages of the Lizardmen are always of the warm-blooded sub-species and they always tend to study practical magics.

Lizardmen - WB Cultural package

WB Cultural Package
Surival 11- 3
Tracking 8- 1
FAM common melee Weapons 2
+1 HTH combat 5
AK - Deserts 12- 3
Language Lizardman 4
PS - Occupation 11- 2
Package Bonus -3
Xenophobic -10
Total Cost 7
CB Cultural Package
Surival 11- 3
Tracking 8- 1
AK - Deserts 12- 3
Language Lizardman 4
PS - Occupation 11- 2
Package Bonus -3
DF- Slave -10
PsyLim Submissive -10
Total Cost -10

17 September, 1996
Peter Cobcroft
The Western Shores Campaign