Lizardman

 

Species Name: Lizardman, Reptilian

The history of the Lizardmen begins with the arrival of the Demons on Earth. They experimented on various reptile species creating different humanoid races to combat the Elves, Dwarfs, and Men.

The race of Lizardmen further sold itself out to demonic entities in exchange for occult powers and dominion over the human race. In 79,980 BC they began their war on man however they were opposed at every turn by the Battle Mage and Champion of Order known as Aeolus. By 79,950 BC Aeolus had exterminated most of the Cult of Kali. The Lizard man king Y'smallar fled to Eurasia with the Necronomicon. The remainder of the Lizard man race died during the final invasion of Atlantis which also saw the destruction of that city. Y'smallar was kept alive by the infernal magic of the Necronomicon and in 6200 BC he resurfaced in Elam (a region just east of Ancient Sumeria) to establish the Sons of Anubis. Why he abandoned Kali for Anubis remains a mystery. Perhaps he felt betrayed by her allowing his race to die. However this time the Pharaoh and his mystic were quick to react to this cult and had them ruthlessly hunted down and exterminated. Y'smallar again escaped.

This time Y'smallar was forced to go underground and make his abode in the subterranean networks which honeycomb the sub-crust of the earth. From these nether regions he began conducting experiments on his human and demonic followers leading to the creation of the various Subterranean races. Without the Necronomicon to sustain him Y'smallar finally died in 6100 BC. It was left to his protégés to continue his work. For thousands of years the Sons of Anubis have been carrying out their ancient and secret warfare against humanity whom they hate intensely for displacing them as the rulers of the earth. In 1562 AD Cain the last Inquisitor (also known as the Damascus man) learned that a subterranean hybrid race of reptilian-like humanoids were causing a great deal of harm in America through their attempts to manipulate the minds of those on the surface through "witchcraft" and "sorcery". Cain eventually led an army of followers into the tunnels and caverns below and after a considerable conflict the reptilians were driven out. The other Subterranean races then moved into the abandoned underground cities earning the enmity of the Sons of Anubis. Ever since that time the reptilians have been plotting a retakeover of these caverns and have been using occult means to prepare.

Type: Humanoid Reptile

Physical Traits: Standing taller than any man, Lizardmen are exceptionally strong, and covered in thick, scales. They are brutal and savage foot-soldiers, with a formidable ability to both take and deal damage.

Height: 6' - 7' feet

Weight: 200-250lbs

Abilities: Can spray a burning, corrosive acid onto prey and predators.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Lizardmen are omnivorous, but are likely to prefer human flesh to other foods. In this regard they have been known to ambush humans, gather up the corpses and capture the survivors, and take the lot back to their lair for a rude and horrid feast.

Lifespan: 70 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. The Reptilian's sole purpose is their eventual domination of the world and extermination of mankind. They truly believe with all their heart and soul that they are the true children of Anubis, touched by His finger and given powers as evidence of their favour in His eyes. And it followed logically that the world was rightfully theirs to rule, to build the Kingdom of Anubis on Earth. Humans being untouched by the Almighty are to be exterminated like the vermin that they are.

Besides expanding their secret underground lairs, the Reptilians have taken steps to assure that their plans will unfold with minimal interference. Puppet groups with extremist views are used to discredit or dispose of potential foes and troubles. Corporate or governmental plans which conflict with their long term goals are undercut through the action of moles or influenced officials. Physical installations are located as far apart as is practical, to protect the rest should one fall to any threat. They also fund a number of fanatical extremist groups, who for the most part are perceived as eccentrics or lunatic fringe cults. An example includes PETA. These groups will often be sent on missions based on a false pretence, but secretly have disguised Reptilians with them who perform the true mission while the others are distracted. On a more extreme end they also organize and finance coups and coup attempts among various third world countries. The Reptilians have control either psionically, emotionally, or economically over a number of influential individuals in every country. Currently these contacts are used to facilitate the Reptilian's agenda and to screen them from scrutiny.

More information can be found in the Sons of Anubis section.

In the fantasy era Lizard men are typically found in swamps, marshes, and similar places, often dwelling totally underwater in air-filled caves. A tribe rarely numbers more than 150 individuals, including females and hatchlings.

Government: Tribal Council

Population: 5,555,350

 

 

 

Creating a Lizard Man character

Step 1: Attributes
Roll attributes as normal. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +12, +12 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

Lizardmen gain all the following free;

Acid Spray - Lizardmen can spray acid from their mouths doing D6 per 5 WIS (+D6 per level over 1 metre per 2 WIS, +1 per level). 

Aquatic - Lizardmen can swim underwater for brief periods of up to 1 minute per CON. They are able to dive down to a maximum depth of 5 metres per CON.

Additionally Lizardmen start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Lizardmen can establish telepathic communication with any normal swamp animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.
Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Fortitude 5 +1 vs poisons, toxins and diseases. +1 every second level.
Increased AC 10 +1 AC to their skin.
Increased Thac0 10 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5 Using this ability the Lizardman can blend into and render himself nearly invisible in swamp areas, rainy forests, or marshes. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Nature Survival 5 Due to a Lizardman's extensive experience and training in swamps and marshes they gain +1 to any physical, combat and survival rolls made while within that environment.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.
True Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but Shaman is the favoured mage class.

 

 

 

Races