Size Modifier: 0
ST 12 [HP: 16]
DX 11 [Will: 10]
IQ 10 [MP: 11]
HT 12 [FP: 12]
Perception: 10
Speed: 5.25
Move: 5
Base Lift: 29
Language:
Advantages:
Amphibious
Breath Holding 2
Claws (Sharp)
Damage Resistance 2 (Tough Hide)
Tail (Striker, Clumsy, Limited Arc)
Teeth (Sharp)
Perks:
Lays Eggs
Disadvantages:
Cold Blooded
Impulsiveness
Intolerance
Quirks:
Skills:
Swimming (DX/A) +1
ST +2 [+20], DX +1 [+20], HT +2 [+20]
HP +4 [+8], Speed -0.75 [-15]
Amphibious [+10], Breath-Holding 2 [+4], Claws (Sharp) [+3], Damage Resistance 2 (Tough Hide) [+6], Tail (Striker, Clumsy, Limited Arc) [+1], Teeth (Sharp) [+1], Lays Eggs [+1]
Cold Blooded [-5], Impulsiveness [-10], Intolerance [-10]
Skills: Swimming +1 rank [+1]
Amphibious
You are well-adapted to movement in the water. You do not suffer skill penalties for working underwater, and you can swim at your full Basic Move.
You still require air.
Breath Holding 2
You are adept at holding your breath. You can hold your breath for four times the amount of time a human would be able to.
No Exertion (e.g., sitting quietly or meditating): HT * 40 seconds.
Mild Exertion (e.g., operating a vehicle, treading water, or walking): HT * 16 seconds.
Heavy Exertion (e.g., climbing, combat, or running): HT * 4 seconds.
Claws (Sharp)
When using your claws to attack you upgrade your basic melee damage from crushing to cutting.
Damage Resistance 2 (Tough Hide)
Your resilient scaled hide reduces incoming damage by 2, however your hide isn't armor and doesn't protect you against blunt trauma, or attacks that need only touch you or break your skin. Attacks that deal enough damage to get past your Damage Resistance but deal 0 Hit Point damage are considered to have hurt you when it comes to attacks that need to break your skin, like many poisons.
Tail (Striker - Can't Parry, Limited Arc [Back])
You have a tail that you can use to strike at your enemies. It deals 2d+1 crushing damage, can't be used to to parry incoming attacks, and is only able to attack behind you.
Teeth (Sharp)
Your teeth inflict Thrust -1 cutting damage.
Lays Eggs
Croctili are reptiles and unlike Drakes, they reproduce through eggs not live births. This allows families to protect their offspring as a group. This also means they don't have secondary mammalian sex traits such as breasts.
Cold-Blooded (Threshold Temperature 50°)
You have +2 HT to resist the effects of temperature, and require only 1/3 the food needed by a warm-blooded being of equal mass, but you tend to “stiffen up” in cold weather.
After 30 minutes in cold conditions (or one hour if you have any level of Temperature Tolerance), you get -1 to Basic Speed and DX per 10° below your “threshold temperature” (see below). At temperatures below 32°, you must roll vs. HT or take 1 HP of damage. Warm clothing gives +2 to this roll.
You regain lost Basic Speed and DX at the rate of one point of each per hour once you return to a warm climate. Double this rate in an exceptionally warm environment.
There are a number of different types of lizard folk that all fall under the umbrella of Croctili, these include the following subraces:
Turtili more closely resemble turtles or tortoises. They are typically slower and more deliberate than their reptilian brethren. Some see them as wise for their slower pace, though this is more myth than fact, few of the Turtle folk do anything to discourage this perception.
Cost: 5 points
Changes: DX -1 [-20], HP +2 [+4], MP +1 [+1], Will +1 [5], Move Speed -1 [-5], Teeth (Beak) [0], Breath Holding 2 [-2]
Additions: Shell (DR +3, Back only) [+8], Extended Lifespan 2 [+4] Perk: Neck Retraction
Deductions: Impulsiveness [+10], Tail [-2]
Teeth (Beak)
This changes the type of bite damage the Croctili does from Cutting , to Large Piercing.
Shell
This increases Damage Resistance from 2 to 5, but only to the back of the torso, not any other location.
Neck Retraction
This gives the Turtili a +1 bonus to Dodge rolls vs attacks that specifically target the head/neck/face/eye, allowing them to quickly retract their heads to protect them from harm.
These are smaller less aquatic variety of Croctili that more closely resemble a Gecko. They frequently fall into the rolls of scout, archer, assassin, thief, mage, and spy due to their smaller more lithe frame.
Cost: 6 points
Changes: Size Modifier -1 [0], ST -2 [-20], DX +1 [+20], IQ +1 [+20] HP -1 [-2], Speed +0.25 [+5]
Additions: Skill: Climbing +1 rank [+1]
Deductions: Amphibious [-10], Breath Holding 2 [-4], Claws (Sharp) [-5], Skill: Swimming -1 rank [-1]
Brutes are the elite warriors of the Croctili forces, they are big strong and angry.
Cost: 5 points
Changes: Size Modifier +1,. ST +2 [+20], Will -1 [-5]
Additions: Bad Temper [-10], Berserk [-10]
Deductions: Impulsiveness [+10]
Bad Temper
You are not in full control of your emotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.
Berserk
You tend to rampage out of control when you or a loved one is harmed, making frenzied attacks against whoever or whatever you see as the cause of the trouble. If you also suffer from Bad Temper (above), any stress may trigger Berserk.
Make a self-control roll any time you suffer damage over 1/4 your HP in the space of one second, and whenever you witness equivalent harm to a loved one. If you fail, you go berserk.
You go berserk automatically if you fail a self-control roll for Bad Temper!
You may deliberately go berserk by taking the Concentrate maneuver and making a successful Will roll. Once you are berserk, the following rules apply:
• If armed with a hand weapon, you must make an All-Out Attack each turn a foe is in range. If no foe is in range, you must use a Move maneuver to get as close as possible to a foe – and if you can Move and Attack, or end your Move with a slam, you will.
• If the enemy is more than 20 yards away, you may attack with a ranged weapon if you have one, but you may not take the Aim maneuver. If using a gun, you blaze away at your maximum rate of fire until your gun is empty. You cannot reload unless your weapon – and your Fast-Draw skill – lets you reload “without thought” (can take no more than one second). Once your gun is empty, you must either draw another gun or charge into melee combat.
• You are immune to stun and shock, and your injuries cause no penalty to your Move score. You make all rolls to remain conscious or alive at +4 to HT. If you don’t fail any rolls, you remain alive and madly attacking until you reach -5 * HP. Then you fall – dead!
• When you down a foe, you may (if you wish) attempt another self-control roll to see if you snap out of the berserk state. If you fail (or do not roll), you remain berserk and attack the next foe. Treat any friend who attempts to restrain you as a foe! You get to roll again each time you down a foe, and you get one extra roll when no more foes remain. If you are still berserk, you start to attack your friends . . .
Once you snap out of the berserk state, all your wounds immediately affect you. Roll at normal HT to see whether you remain conscious and alive.