Children of Lustria
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Transcript of Children of Lustria
Species Random Species Table
1d100 Species
01-50 Saurus
51-90 Skink
91-95 Chameleon Skink
96-00 Kroxigor
Spawning Blessings All lovingly “borrowed” and adapted from Michael Congreve’s WHFRP 2e
homebrew “Children of the Old Ones”. All Lizardmen characters get a single blessing as a
Trait to identify which group they spawned from. Optional Rule: Let the players use their
Extra Point for a second Blessing.
Blessings of the Old Ones Roll Blessing Roll Blessing
01-02 Agile (+10 Ag) 51-55 Mark of Quetzl (below)
03-04 Breath Fire (gain Trait) 56-60 Mark of Sotek (below)
05-06 Brightly Patterned Skin 61-65 Mark of Tepok (below)
07-08 Chameleon (below) 66-70 Mark of Tlazcotl (below)
09-10 Claws (Brawling gains Penetrating) 71-75 Mark of Tzunki (below)
11-12 Fangs (Bite (SB+2)) 76 Metallic Skin (below)
13 Foul Musk (-10 Fel) 77-78 Plague Resistant (+ Resistance (Disease))
14-15 Bulging Eyes (below) 79-80 Poisonous Bite (+Bite w/ Average Poison)
16-17 Head Crest 81-82 Strong Legs (gain Talent)
19-19 Horns (Horns (SB+3)) 83-84 Prehensile Tail (below)
20-21 Brute (+10 S and T, -10 Int) 85-86 Regenerate (gain Trait)
22 Hypnotic Gaze (below) 87-88 Resilient (+10 T)
23-24 Iron Hard Skin (below) 89-90 Scaly Skin (below)
25-26 Leathery Skin (+10 T) 91-92 Short Legs (-1 Move)
27-28 Long Legs (+1 Move) 93-94 Long Snout
29-30 Long Spines (below) 95-97 Spiked Tail (Tail Attack (SB+3))
31-35 Mark of Chotec (below) 98-00 Spit Acid (Breath (Corrosion))
36-40 Mark of Huanchi (below)
41-45 Mark of Itzl (below)
46-50 Mark of the Old Ones (below)
Chameleon – Max: Agility Bonus – Tests: Stealth Tests - When using Stealth, bystanders do
not get passive Perception Tests to detect you; they can only spot you if they are
specifically on look-out, or watching for hidden spies. You may also attempt a Challenging
(+0) to vanish from sight even as someone is looking at you. A Chameleon Skink rerolls if
they gain this blessing.
Bulging Eyes – Max: 1 – Gain +10 to your Perception Skill and -5 to your Fellowship
characteristic.
Hypnotic Gaze – Max: 1 – On your turn, choose any unit within eight yards and facing you
to take a Contested Willpower Tes. If they fail, they may take no action as long as you
maintain your Gaze. Every round after the first, they may attempt an additional Contested
Willpower Test.
Iron Hard Skin – Max: 1 – Roll a 1d100 and refer to the hit table. Wherever described by
the result, gain 3 AP that do not stack with worn armor or Scales.
Long Spines – Max: 1 – Sharp spines stick out of your body between your scales. When
Engaged, opponents must pass a Challenging Agility Test each round of combat to avoid
taking 1 DMG that ignores armor and TB.
Mark of Chotec – Max: 1 – Your hide is the fiery orange-red of those marked by the Sun
God Chotec and are filled with energy and vitality. Gain +1 Move, and if you are a
Chameleon Skink lose your Chameleon Trait.
Mark of Huanchi – Your hide is black, indicating the Jaguar God of Earth and Night,
Huanchi. Gain the Shadow Talent.
Mark of Itzl –Your head is marked with a great crest and exude a subtle musk that calms
Cold Ones. Gain the Animal Affinity Talent.
Mark of the Old Ones – Max: 1 – The most auspicious and rare of blessings, an albino. You
are treated with much reverence by your peers. Gain +5 to all Characteristics before
advances excepting Fellowship where you gain +10.
Mark of Quetzl – Max: 1 – Blessed by the warrior and protector Quetzl, your scales are
thicker and bonier along your arms. Gain 2 AP on your arms and 1 AP on all other
locations. You cannot wear armor on your arms.
Mark of Sotek – Max: 1 – Your hide is the blood-red of Sotek, and you are infused with
vicious anger. Gain the Frenzy Talent. If you are a Chameleon Skink, lose your Chameleon
Trait.
Mark of Tepok – Max: 1 – Your hide is a glimmering purple like the mysterious featherd-
serpent God of Air. You are exceptionally resistant to magic, gaining the Resistance
(Magic) Talent. If you are a Chameleon Skink, lose your Chameleon Trait.
Mark of Tlazcotl – Max: 1 – Your hide is a gleaming yellow-gold, the colour of Tlazcotl. You
reflect the impassiveness of the diety and remain unaffected by the most harrowing of
experiences. Gain the Strong-minded Talent. If you are a Chameleon Skink, lose your
Chameleon Trait.
Mark of Tzunki – Max: 1 – You have mottled sea-green scales, your claws are webbed, and
you are blessed with powerful gills. You gain +5 to base Agility, and the Strong Swimmer
talent. If you are a Chameleon Skink, lose your Chameleon Trait.
Metallic Skin – Max: 1 – Your skin and scales have a metallic sheen, hard and resistant.
Gain 2 AP to all locations, which stacks with both armor and Scales.
Prehensile Tail – Max: 1 – Treat your tail as another arm, capable of holding weapons and
shields and using all relevant skills with Challenging rolls in and out of combat.
Class and Career
Careers require GM oversight to adjust name of career, trappings, and other minor
details to suit a lizardman character. The ones below are suggested for being loosely
related to various Lizardman archetypes. This is a toolbox, like how Andy Law describes
using the system on his blog. For example, “Rat Catcher” might better be described as
“Skaven Hunter” considering Lizardman knowledge of the enemy, and they might get a
Small but Vicious Sabercat or even a Salamander instead. Or a character can just be played
as a Warrior Priest like Tehenhauin with minimal changes. Or a Knight is a Terradon Rider,
an Artisan is a Skink Tradesman, a Skink can learn Lore Heavens and Beasts only, and so
on.
This was decided on to avoid the massive undertaking of retooling every single
career to an appropriately themed yet functionally identical counterpart and leaving it up
to the discretion of the GM using the module to settle the specifics of trappings and titles
(or even earnings). Ultimately, you can break/bend the lore as much as the GM approves
as you both decide on the details and limits for your character.
Random Class and Career Table
Class Career Skink Chameleon Skink
Saurus Kroxigor
ACADEMICS Physician 01-04 - - -
Priest 05-08 - - -
Scholar 09-12 - - -
Wizard 13-16 - - -
BURGHERS Artisan 17-20 - - -
Rat Catcher 21-24 01-08 01-07 01-14
Watchman 25-28 09-16 08-14 15-28
COURTIERS Advisor 29-32 - - -
Artist 33-36 - - -
Servant 37-40 17-24 15-21 29-42
Spy 41-44 25-32 - -
Warden 33-40 22-28 -
PEASANTS Herbalist 45-48 - - -
Hunter 49-52 41-48 29-35 -
Miner - - 42-64
Mystic 53-56 - - -
Scout 57-60 49-56 36-42 -
Class and Career (cont.) Class Career Skink Chameleon
Skink Saurus Kroxigor
RANGERS Bounty Hunter 61-64 56-64 - -
Messenger 65-68 - - -
Road Warden 69-72 65-72 43-49 -
RIVERFOLK Boatman 73-76 - - -
Riverwarden 77-80 73-80 50-56 -
Wrecker - 57-63 65-85
WARRIORS Cavalryman 81-84 81-88 64-70 -
Guard 85-88 89-00 71-77 -
Knight - 78-84 -
Pit Fighter - 85-91 86-96
Soldier - 92-00 97-00
Warrior Priest 89-00 - - -
As extra help, here is a short list of names to use for your career when improving
the “lore accuracy” of the playable Lizardmen:
- Legionnaire
-Spawn Leader
- Cold One Rider
- Errand Runner
- Temple Guard
-Oracle
-Skirmisher
-Attendant
-Counsel
-Stalker
-[blank] Handler
Et cetera.
Attributes Attributes Table
Skink Chameleon Skink
Saurus Kroxigor
Weapon Skill 2d10+15 2d10+15 2d10+30 2d10+35
Ballistic Skill 2d10+25 2d10+35 2d10+15 -
Strength 2d10+20 2d10+20 2d10+30 2d10+45
Toughness 2d10+15 2d10+15 2d10+30 2d10+35
Initiative 2d10+35 2d10+45 2d10+15 2d10+10
Agility 2d10+45 2d10+40 2d10+20 2d10+10
Dexterity 2d10+35 2d10+35 2d10+15 1d10
Intelligence 2d10+20 2d10+20 2d10+10 2d10
Willpower 2d10+40 2d10+40 2d10+40 2d10+50
Fellowship 2d10+20 2d10+20 2d10+10 2d10
Wounds SB+(2 × TB)+WPB SB+(2 × TB)+WPB SB+(2 × TB)+WPB (SB+(2xTB)+WPB)x2
Fate 1 0 0 0
Resilience 2 2 3 4
Extra Points 1 1 1 0
Movement 5 5 4 4
This table was largely inspired by the work of Chris MacLean on the Unofficial
Warhammer Fantasy Roleplay Bestiary – Creatures Foul and Fair, which I recommend as
an additional supplement for further Lustrian natives to add to your campaign.
Advice on Roleplaying A common misconception/meme about lizardmen is that they are meat robots
executing orders. However, as you can see in books such as The Burning Shore, lizardmen
have alien psyches, but are not robotic. They can go rouge, disagree with a Slann and each
other, have Personal Ambitions and Motivations, and exhibit different levels of sociability
even within the same species.
Skinks – These are the most human-like of the lizardmen but are certainly not “humans
with scales” like in other systems. They live in an extremely rigid caste system, and this
certainly would affect their psychology somehow. They are cunning and sharp, and I
recommend observing iguana behaviour online to get an impression of how they act.
Chameleon Skinks – These are skinks and have similar behaviour to the normal ones, but
should be terser, or aggressive, confrontational, defensive, and brusque. They are the
hotheads of skinks, laying extremely still for hours only to burst into a flurry of activity. I
recommend watching Chameleons or other ambush predators online to learn.
Saurus – Again, do not assume Saurus are stupid or lack individuality. They are not
barbarians, but closer to the “noble savage” in disposition. They are disciplined to the
point of perfection but tend to rely on their strength to solve every problem which usually
works out for them. For inspiration, watch some footage of Komodo dragons online.
Kroxigor – Generally not recommended to be played as a PC, unless you are willing to fully
immerse yourself in the true Lizard Experience. Kroxigor are even simpler-minded than
Saurus, and border on genuine stupidity. They are not cruel as they have no real capacity
for it and can barely exhibit any kind of emotion at all even by Lizardman standards. Study
crocodiles and their behaviour and prepare to be a slow-thinking giant if you proceed.
Species Skills and Talents All Lizardmen DO NOT have Language (Riekspiel) by default. They are instead able to speak
passable Lizardman by default, excluding Kroxigors for whom it would be exceptional.
Skinks: Skills: Athletics, Charm Animal, Climb, Cool, Evaluate, Language (Lizardman), Lore (Lizardman), Research, Stealth (Jungle), Secret Signs (Lizardman), Swim Talents: Acute Sense (Jacobson’s Organ), Drilled, Impassioned Zeal, Magical Sense, Night Vision Traits: 1 Blessing, Amphibious, Scales (1), Cold-blooded Chameleon Skinks: Skills: Athletics, Charm Animal, Climb, Cool, Evaluate, Language (Lizardman), Lore (Lizardman), Outdoor Survival, Stealth (Jungle), Secret Signs (Lizardman), Swim Talents: Acute Sense (Jacobson’s Organ), Contortionist, Drilled, Hunter’s Eye, Night Vision Traits: 1 Blessing, Amphibious, Scales (1), Cold-blooded, Chameleon Saurus: Skills: Climb, Cool, Intimidate, Language (Lizardman), Lore (Lizardman), Outdoor Survival, Perception, Secret Signs (Lizardman), Swim, Melee (Basic) Talents: Acute Sense (Jacobson’s Organ), Battle Rage, Combat Aware, Drilled, Night Vision Traits: 1 Blessing, Amphibious, Scales (1), Cold-blooded Kroxigor: Skills: Climb, Cool, Intimidate, Language (Lizardman), Lore (Lizardman), Outdoor Survival, Perception, Secret Signs (Lizardman), Swim, Melee (Basic) Talents: Acute Sense (Jacobson’s Organ), Berserk Charge, Break and Enter, Frenzy, Night Vision Traits: 1 Blessing, Amphibious, Scales (2), Cold-blooded
In addition, three supplementary careers are offered for a little extra fun but are
completely optional and thus separate from the Random Careers table.
Lustrian Brave Skink, Chameleon Skink
Skinks are highly organised and sociable beings that instinctively work well in groups, even
being able to coerce other cold-blooded creatures into doing their bidding. Both physically and
mentally agile, Skinks are perfectly adapted to ensure the smooth day-to-day running of the
temple-cities as well as operating the far-ranging patrols that sweep across the vast jungle
continent. the volleys of javelins and darts that the Skinks can unleash are astoundingly
dangerous, for they have learned to coat their weapons with lethal toxins distilled from the
venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps
of Lustria. Employing their natural affinity with water, Skinks look for opportunities to attack their
foes from unexpected quarters. Many an enemy has been outflanked by Skinks who navigated
what was thought to be an impassable swamp or river.
Lustrian Brave Advance Scheme
WS BS S T I Agi Dex Int WP Fel
+ + ++++ +++ ++ +
Career Path + Fresh Spawn – Brass 1 Skills: Athletics, Animal Training (Lustrian Creatures), Charm Animal, Climb, Endurance, Melee (Basic)*, Ranged (Sling), Stealth (Underground or Jungle) Talents: Animal Affinity (Cold Ones), Resistance (Disease), Strike Mighty Blow, Strike to Stun Trappings: Blowpipe and three Blowdarts, Tribal Necklace, Hand Weapon (Spear) ++ Lustrian Brave – Brass 4 Skills: Animal Care, Cool, Dodge, Entertain (Traditional Dance), Heal, Intimidate, Perception, Set Trap Talents: Fleet Footed, Reaction Strike, Swamp-strider, Shieldsman Trappings: Bow and 12 arrows, Gold Jewellery , Eagle Feathers +++ Raid Leader – Silver 1 Skills: Leadership, Lore (Warfare), Language (Battle), Lore (Lustria) Talents: Sixth Sense, Resistance (Mutation), Resolute, Fearless (Monsters) Trappings: Raiding Party of Skinks, Weapon (Any), Cold One Egg ++++ Chief – Gold 1 Skills: Ride (Cold One), Navigation Talents: Furious Assault, Hardy, Iron Will, Menacing Trappings: Additional Skink Followers, Cold One Riding Tack, Feather Headdress *career skill
Scar-Veteran Saurus
Deliberately bred as warrior according to the plans of the Old Ones, the Saurus are good at
little else. Saurus are neither dim-witted, nor simple; their minds are narrowly focussed on battle,
and battle alone. They instinctively know about military matters and have no concern for lesser
issues. Only those marked out for greatness in their spawning, or who show themselves to be
above the rest in skill and ability ever rise to become anything more. In the prehistory of the
world, a time before the coming of Elves or Dwarfs, it was the Saurus who pacified the lands,
fighting great battles and exterminating entire species in accordance with the Old Ones’ plans.
Scar-veteran Advance Scheme
WS BS S T I Agi Dex Int WP Fel
+ + + ++ +++ ++++
Career Path + Legionnaire – Brass 0 Skills: Athletics, Climb, Cool, Dodge, Endurance, Intimidate, Melee (Basic)*, Perception Talents: Disarm, Quick Draw, Strike to Stun, Very Strong Trappings: Bronze Buckler, Loincloth, Hand Weapon (Bronze Spear or Macuahuitl) ++ Scar-veteran – Brass 0 Skills: Intuition, Heal, Perform (Tribal Dance), Outdoor Survival, Melee (Two-handed), Melee (Flail) Talents: Natural Armour (Scales), Lightning Reflexes, Combat Aware, Strike to Injure Trappings: Bronze Mail Shirt, Bronze Open Helm, Obsinite Flail OR Two-handed Weapon (Metal) +++ Spawning Champion – Silver 1 Skills: Secret Signs (Lizardman), Language (Battle), Stealth (Jungle), Entertain (Throat Singing) Talents: Acute Sense (Hearing or Sight), Battle Rage, Berserk Charge, Feint Trappings: Bronze Shield, Obsinite Weapon (Any) ++++ Revered Guardian – Gold 2 Skills: Pray (Any), Leadership Talents: Fearless (All), Warrior Born, Luck, Combat Master Trappings: Full Bone Armor, Leader’s Headdress, Cohort of Legionnaires *career skill
Shaman Priest Skink
Very rarely, a spawning of Skinks will produce just a single Skink. These Skinks are attuned
to the magical energies of the world. These Skinks are taken by the Priests of Sotek and
indoctrinated in the ways of that vengeful deity. Skink Priests are the only ones capable of
interpreting and executing the will of their Slann masters. This is rarely straightforward, as
entranced Slann do little more than mumble, yet each utterance, even the most incoherent
whisper, might have vast consequences — for of all living creatures, the Slann are the most
powerful of mages, and they alone worked under orders from the Old Ones. As it is strictiy
forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to
make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is
their role to ensure that the Great Plan comes to fruition.
Shaman Priest Advance Scheme
WS BS S T I Agi Dex Int WP Fel
+ ++++ + ++ + +++
Career Path + Shaman Acolyte – Brass 3 Skills: Athletics, Channelling (Heavens or Beasts), Cool, Endurance, Intuition, Lore (Theology), Perception, Pray (Any)* Talents: Natural Armour (Scales), Bless (Any), Read/Write, Petty Magic Trappings: Religious Symbol, Robes, Holy Scripture ++ Shaman Priest – Silver 1 Skills: Language (Magick), Heal, Melee (Basic), Intimidate, Entertain (Lecture), Research Talents: Inspiring, Invoke (Any), Holy Visions, Arcane Magic (Heavens or Beasts) Trappings: Gold Jewellery (Any), Eagle Feathers, Grimoire, Obsinite Dagger +++ Shaman Emissary – Silver 4 Skills: Art (Writing), Entertain (Speeches), Leadership, Lore (Any Cult) Talents: Pure Soul, Impassioned Zeal, Instinctive Diction, Seasoned Traveller Trappings: ++++ Shaman Prophet – Gold 2 Skills: Language (Any), Lore (Any) Talents: Holy Hatred, Savant (Theology), Master Orator, Iron Will Trappings:, Bronze Ceremonial Headdress, Religious Relic *career skill
Cult of Sotek, The Deliverer Seat of Power: Chaqua, Lustria
Head of Cult: Tehenhauin Primary Orders: None
Major Festivals: Sonnstill (Sumer Solstice) Holy Books: Coils of Fate
Common Holy Symbols: A serpent
Strictures - Care for all serpents for they are Sotek’s favoured - Offer Blood to Sotek once weekly - Upon encountering traces of vile ratmen, purge them with all available force - Faith in Sotek is a physical act, words are not enough to prove one’s faith.
Penances Destruction of Skaven and rats and offering their blood from a high place at noon so that Sotek may drink his fill, or meditation while under effects of snake venom both.
Blessings - Blessing of Battle - Blessing of Courage - Blessing of Righteousness - Blessing of Savagery - Blessing of Tenacity - Blessing of Wit
Miracles Animal Instincts - For (You) for Fellowship Bonus rounds, gain 1 Acute Sense (Any) and automatically awaken from sleep if any threats come within Initiative yards. Sotek’s Fury - For (You) or any ally within Fellowship Bonus yards for Fellowship Bonus rounds, gain the Frenzy psychology. Hiss of the Snake God - For one enemy within Fellowship Bonus yards for Fellowship Bonus rounds, experience Fear 1. Searing Starbright - For all within Fellowship Bonus yards facing your direction, gain 1 Blinded Condition and for every +2 SL, an additional +1 Blinded Condition. Strength of Faith - For one target within Fellowship Bonus yards for Fellowship Bonus rounds, experience no penalties caused by Conditions. Thus, the Sun Burns - For all non-believers within Fellowship Bonus yards, all victims take 1d10 Wounds ignoring TB and AP. Skaven and Daemonic creatures gain 1 Ablaze Condition. For every +2 SL, add either an additional Ablaze Condition or +2 Damage.
This section is optional and is merely a selection of truths and barely adjusted
Miracles taken from other gods. Use at your own discretion.
Weapons Basic
Weapon Price Enc Availability Range Damage Qualities Macuahuitl 3GC 1 Rare Average +SB+4 Penetrating
Bronze Buckler 1GC 1 Scarce Personal +SB+1 Shield 1, Defensive, Undamaging
Bronze Shield 3GC 2 Scarce Very Short
+SB+2 Shield 2, Defensive, Undamaging, Slow
Obsinite Dagger
1GC 0 Rare Very Short
+SB+2 Penetrating
Flail Weapon Price Enc Availability Range Damage Qualities
Obsinite Flail 6GC 2 Rare Long +SB+6 Distract, Wrap, Penetrating
Two-Handed Weapon Price Enc Availability Range Damage Qualities
Bronze Maul 1GC 3 Rare Average +SB+6 Damaging, Pummel, Slow, Tiring
Obsinite Greatsword
15GC 3 Exotic Long +SB+5 Damaging, Hack, Penetrating
Polearm Weapon Price Enc Availability Range Damage Qualities
Obsinite Spear 2GC 2 Rare Very Long
+SB+4 Impale, Penetrating
Blowpipe Weapon Price Enc Availability Range Damage Qualities Blowpipe 2/- 0 Uncommon 20 +4 -
Ammunition Blowpipe
Weapon Price Enc Availability Range Damage Qualities Blowdart 1/- 0 Common As
Weapon - Poison (Any)
Armour Bone
Armor Price Enc Availability Penalty Locations APs Qualities Stegadon
Skull 15GC 2 Exotic -10%
Perception Head 3 Impenetrable, Weakpoints
Bone Breastplate
8GC 3 Rare -10% Agility
Body 2 Impenetrable, Weakpoints
Bone Bracers
8GC 2 Rare - Arms 2 Impenetrable, Weakpoints
Bone Greaves
10GC 2 Rare - Legs 2 Impenetrable, Weakpoints