GURPS Cavemen

Neanderthals seemed to suffer a high frequency of fractures, especially common on the ribs, femur, fibulae, spine and skull. They showed a frequency of such injuries comparable to that of modern rodeo professionals, showing frequent contact with large, combative mammals. 

The pattern of fractures, along with the absence of throwing weapons, suggests that they may have hunted  by leaping onto their prey and stabbing or even wrestling it to the ground.

Caveman [25 point template]

Attributes: 10

ST  13 [30]

DX 10 [0]

IQ   9  [-20]

HT 10 [0]

Secondary Characteristics: 10

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 9 [0]; Per 11 [10]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0]

Advantages: 11

Hard to Kill 2 [4], Rapid Healing [5], Reduced Consumption 1 [2]  

Caveman [50 point template]

Attributes: 10

ST  13 [30]

DX 10 [0]

IQ   9  [-20]

HT 10 [0]

Secondary Characteristics: 10

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 9 [0]; Per 11 [10]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0]

Advantages: 40

Absolute Direction [5], Combat Reflexes [15], Stalker 2 [10], Strangler 2 [10]

Perks: 1

Deep Sleeper [1]

Disadvantages: -50

Weirdness Magnet [-15], Skinny [-5] and -30 points chosen from among 

Bloodlust [-10*], Callous [-5], Disturbing Voice [-10], Easy to Read [-10], 

Impulsiveness [-10*], Intolerance [-5 to -10], 

Overconfidence [-5*], Sense of Duty (Hunters) [-5].

Quirks: -5 

Skills: 44

Tracking (Per/A) [2]-15

Spear (DX/A)+5 [20]-15

Stealth (DX/A) [2]-14

Survival (woodlands) (Per/A) [4]-12 

Brawling (DX/E) [1]-12 

Wrestling (DX/A) [2]-12

Hiking (HT/A) [2]-12

Navigation (Land) (IQ/A) [2]-11

Knife (DX/E) [1]-10

Running (HT/A) [2]-10

Area Knowledge (Hunting Ground), Camouflage, First Aid/TL0, Gesture, all (IQ/E) [1]-9

Armory/TL0 (Weapons) (IQ/A)-1 [1]-8

Naturalist (IQ/H)-2 [1]-7

Caveman [100 point template]

Attributes: 80

ST  20 [100]

DX 10 [0]

IQ   9  [-20]

HT 10 [0]

Secondary Characteristics: 15

Damage 2d-1/3d+2; BL 80 lbs.

HP 20 [0]; Will 9 [0]; Per 11 [10]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 6 [5]

Advantages: 11

Hard to Kill 2 [4], Rapid Healing [5], Reduced Consumption 1 [2]  

Perks: 1

Deep Sleeper [1]

Disadvantages: -50

Weirdness Magnet [-15], Skinny [-5] and -30 points chosen from among 

Bloodlust [-10*], Callous [-5], Disturbing Voice [-10], Easy to Read [-10], 

Impulsiveness [-10*], Intolerance [-5 to -10], 

Overconfidence [-5*], Sense of Duty (Hunters) [-5].

Quirks: -5 

Skills: 48

Spear (DX/A)+5 [20]-15

Survival (woodlands) and Tracking, both (Per/A) [4]-12

Brawling and Knife, both (DX/E) [1]-10

Stealth and Wrestling (DX/A) [2]-10

Hiking and Running, both (HT/A) [2]-10

Area Knowledge (Hunting Ground), Camouflage, First Aid/TL0, Gesture, all (IQ/E) [1]-9

Armory/TL0 (Weapons) and Navigation (Land) (IQ/A) [2]-9

Naturalist (IQ/H) [2]-8

.

Perks: 1

Deep Sleeper [1]

Disadvantages: -50

Weirdness Magnet [-15], Skinny [-5] and -30 points chosen from among 

Bloodlust [-10*], Callous [-5], Disturbing Voice [-10], Easy to Read [-10], 

Impulsiveness [-10*], Intolerance [-5 to -10], 

Overconfidence [-5*], Sense of Duty (Hunters) [-5].

Quirks: -5 

Skills: 48

Spear (DX/A)+5 [20]-15

Survival (woodlands) and Tracking, both (Per/A) [4]-12

Brawling and Knife, both (DX/E) [1]-10

Stealth and Wrestling (DX/A) [2]-10

Hiking and Running, both (HT/A) [2]-10

Area Knowledge (Hunting Ground), Camouflage, First Aid/TL0, Gesture, all (IQ/E) [1]-9

Armory/TL0 (Weapons) and Navigation (Land) (IQ/A) [2]-9

Naturalist (IQ/H) [2]-8

Caveman Lenses 

Grab 'em and Stab 'em 50 points

You've got a bit of neanderthal in you.

High Pain Threshold [10], Power Grappling [1]

Hard to Kill 1 [2], Rapid Healing [5]

Technique Mastery (Ground Fighting (Wrestling)) [1]

Weapon Adaptation (Knife to Wrestling) [1]

add 14 points to Wrestling

Techniques

Neck Snap (ST/H)+3 [7]-16

Ground Fighting (Wrestling/H)+3 [8]

Hunter 50 points

You're the reason the clan survives.

Weapon Master (Spear) [20], Night Vision 5 [5], 

Less Sleep 2 [4], Luck (active combat only -60%) [5]

Good with Dogs [1], Standard Operating Procedure (Sleep with One Eye Open) [1]

12 more points in Spear-18

Leatherworking, Sewing/TL0, both (DX/E) [1]-10

Cave Fighter 50 points

When food is low in the dead of winter you're not going to starve.

Extra Attack 1 [25], Ambidexterity [5] 

Less Sleep 2 [4], Night Vision 4 [4]

Flexibility [5], Compact Frame [1]

Weapon Adaptation (Knife to Brawling) [1]

Climbing (DX/A)+2 [1]-12

Escape (DX/H)+1 [1]-11

add 3 more points to Brawling

Shaman 50 points

You settle disputes with your words and your hands before they even start.

add +3 to Perception [15], Strangler 3 [15]

Temperature Tolerance 1 [1], Signature Gear [1], Weapon Bond [1]

Detect Lies and Esoteric Medicine, both (Per/H) [4]-14 

Body Language, Search and Observation, all (Per/A) [2]-14

Fishing and Scrounging, both (Per/E) [1]-14

Religious Ritual (Caveman stuff) (IQ/H)-2 [1]-7

add +3 to Brawling, Stealth and Wrestling

and add +6 to Survival (woodlands) and Tracking

Healthier and Faster 50 points

You can run faster than a sabre-tooth and longer than a dire wolf.

add +4 to Health [40] and add +2 to Basic Move [10]

Stronger and Wiser 50 points

You hit hard and pay attention to those around you.

(doesn't work with the 100 point template)

add +4 to Strength [40] and add +1 to Perception [5]

Fishing (Per/E) [1]-12

Body Language, Observation, Search, all (Per/A)-1 [1]-11

Detect Lies (Per/H)-2 [1]-10

and +1 to Survival (woodlands) and Tracking

Ghost 50 points

You're more advanced than your spear wielding kin and one with the forest.

(If one character goes with the bow using caveman everyone should,

otherwise I wouldn't allow it)

Forest Guardian 4 [20], Stalker 3 [15]

Temperature Tolerance 2 [2], Signature Gear [1]

Weapon Bond [1], Trademark Move [1]

Bow (DX/H)+5 [8]-15

Fast-Draw (Arrow) (DX/E)+5 [1]-15

Religious Ritual (Caveman stuff) (IQ/H)-2 [1]-7

add +7 to Camouflage and Stealth

add +4 to Fast Draw (Arrow) and Survival (Woodlands)

add +3 to Navigation (Land), Hiking and Tracking

.

.

.

.

.

Caveman Warrior [75 point template]

Fuck a new fangled spear you'll smash their head in with a big ass club.

Attributes: 50

ST  13 [30]

DX 10 [0]

IQ   9 [-20]

HT 14 [40]

Secondary Characteristics: 0

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 9 [0]; Per 9 [0]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 6 [0]

Advantages: 50

Combat Reflexes [15], High Pain Threshold [10]

Weapon Master (Maul) [20], Luck (Active, Combat) [5]

Perks: 4

Deep Sleeper [1], Signature Gear [1], Weapon Bond [1], Trademark Move [1]

Disadvantages: -50

Weirdness Magnet [-15], Skinny [-5] and -30 points chosen from among 

Bloodlust [-10*], Callous [-5], Disturbing Voice [-10], Easy to Read [-10], 

Impulsiveness [-10*], Intolerance [-5 to -10], 

Overconfidence [-5*], Sense of Duty (Hunters) [-5].

Quirks: -5 

Skills: 26

Two-Handed Axe/Mace (DX/A)+5 [20]-15

Survival (woodlands) (Per/A)-1 [1]-8

Brawling and Knife, both (DX/E) [1]-10

Area Knowledge (Hunting Ground), Gesture, both (IQ/E) [1]-9

Armory/TL0 (Weapons) (IQ/A)-1 [1]-8

Religious Ritual (Caveman stuff) (IQ/H)-2 [1]-7

Neanderthals seemed to suffer a high frequency of fractures, especially common on the ribs, femur, fibulae, spine and skull. They showed a frequency of such injuries comparable to that of modern rodeo professionals, showing frequent contact with large, combative mammals. 

The pattern of fractures, along with the absence of throwing weapons, suggests that they may have hunted by leaping onto their prey and stabbing or even wrestling it to the ground.

The PCs come from a tribe that lives in high forested valleys in the mountains where it rains for nine months of the year. When it dries out a bit and food begins to get scarce they break up into small family bands and descend to the savannah. 

The vast herds of wild cattle are shadowed by hyenadons and saber-tooth tigers so each of the mountain people families will find a copse of high trees to live in.

At the start of the rainy season they begin the journey back to the valleys.

The Green River marks the end of the world and on its western bank starts the nearly impenetrable jungle.

The tribes of the great northern woods often send hunting parties of young warriors trying to bring back the fiercest trophy collection (mountain folk scalps included).

On the other side of the mountains lies a vast desert.

Tribesman of the Great Northern Woods 25 points

Basic Attributes 0 points

ST 12 DX 10 IQ 9 HT 10

Secondary Characteristics: 5

Damage 1d-1/1d+2; BL 29 lbs.

HP 12 [0]; Will 9 [0]; Per 10 [5]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0]  

Advantages 21 points

Outdoorsman 2 [20], Deep Sleeper [1] 

Disadvantages -50 points

TL 0, Skinny, Social Stigma (Barbarian)

Skills 49 points

• Bow (A) DX+5 [20]-15.

• Knife (E) DX+2 [4]-12.   

• Axe/Mace (A) DX+1 [4]-11.

Brawling (E) DX [1]-10; Stealth (A) DX [2]-10; 

Swimming (E) HT [1]-10; Hiking and Running, both (A) HT-1 [1]-9

Armory/TL0 (Weapons) (A) IQ-1 [1]-8

The following skills get a +2 bonus from the Outdoorsman advantage:

Camouflage (E) IQ+3 [2]-12; Navigation (Land) (A) IQ+2 [2]-11

Survival (woodlands), Tracking, both (A) Per+2 [2]-12

Mimicry (Animal Sounds or Bird Calls) and Naturalist, both (H) IQ+1 [2]-10

Fishing (E) Per+3 [2]-13.

Equipment: Loincloth, Hatchet, a Large Knife and a Regular Bow with 10 arrows.

Hatchet 1d cut

Large Knife 1d-2 cut or imp

Regular Bow 1d-1 imp

Veterans add Combat Reflexes [15] and High Pain Threshold [10]

Tribesman Hero 125 points

Basic Attributes 100 points

ST 20 DX 10 IQ 10 HT 10

Secondary Characteristics: 0

Damage 2d-1/3d+2; BL 80 lbs.

HP 20 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0] 

Advantages 11 points

Outdoorsman 1 [10], Deep Sleeper [1] 

Disadvantages -50 points

TL 0, Skinny, Social Stigma (Barbarian)

Skills 64 points

• Axe/Mace (A) DX+6 [24]-16.

• Bow (A) DX+4 [16]-14.  

• Knife (E) DX+2 [4]-12.

Brawling (E) DX [1]-10; Stealth (A) DX [2]-10; 

Swimming (E) HT [1]-10; Hiking and Running, both (A) HT-1 [1]-9.

The following skills get a +1 bonus from the Outdoorsman advantage:

Camouflage (E) IQ+2 [2]-12; Navigation (Land) (A) IQ+1 [2]-11

Survival (woodlands), Tracking, both (A) Per+1 [2]-11

Mimicry (Animal Sounds or Bird Calls) and Naturalist, both (H) IQ [2]-10

Fishing (E) Per+2 [2]-12.

Mountain Folk 100 points

You're human but you'd just as soon sleep in a tree as a cave and you can run faster than a sabertoothed tiger and longer than a dire wolf, otherwise you wouldn't be here.

Attributes: 70 points

ST 13 [30]

DX 10 [0]

IQ  10 [0]

HT 14 [40]

Secondary Characteristics: 5

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 8 [-10]; Per 10 [0]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 9 [15].

Advantages: 23 points

Brachiator [5], Flexibility [5], Deep Sleeper [1], Stalker 2 [10], 

Signature Gear [1], Weapon Bond [1]

Disadvantages -40 points

TL 0 [-40]

Quirks -5 points

Skills 47 points

Spear (A) DX+5 [20]-15

Climbing (A) DX+5 [2]-15

Hiking (A) HT+1 [1]-15*

Running (A) HT+1 [4]-15

Singing, Swimming, both (E) HT [1]-14

Stealth (A) DX+3 [4]-13*

Camouflage (E) IQ+3 [2]-13*

Tracking (A) Per+2 [2]-12*

Navigation (Land) (A) IQ+2 [4]-12*

Naturalist  (H) IQ [4]-10

Armory/TL0 (Weapons) (A) IQ [2]-10

Gesture, Area Knowledge (Mountains), all (E) IQ [1]-10

Survival (Mountains) (A) Per [2]-10

* +2 from Stalker 2.

Mountain Folk Lenses 

Shaman 50 points

Forest Guardian 4 [20] 

Camouflage-17†

Bow (H) DX+8 [20]-18†

Stealth-17†

Fast-Draw (Arrow) (E) DX+5 [2]-15†

Survival (Woodlands) (A) Per+4 [2]-14†

First Aid (E) IQ+1 [2]-11

Religious Ritual (Caveman stuff) (H) IQ [4]-10

† +4 from Forest Guardian 4.

Hunter 50 points

Combat Reflexes [15], Weapon Master (Spear) [20]

Trademark Move [1]

12 more points in Spear-18

Leatherworking, Sewing/TL0, both (E) DX [1]-10

Grab 'em and Stab 'em 50 points

You've got a bit of neanderthal in you

High Pain Threshold [10], Power Grappling [1], Rapid Healing [5]

Technique Mastery (Ground Fighting (Wrestling)) [1]

Weapon Adaptation (Knife to Wrestling) [1]

Knife (E) Wrestling [1]-14

Wrestling (A) DX+4 [16]-14

Techniques

Neck Snap (H) ST+3 [7]-16

Ground Fighting (H) Wrestling+3 [8]-17

Neanderthals seemed to suffer a high frequency of fractures, especially common on the ribs, femur, fibulae, spine and skull. They showed a frequency of such injuries comparable to that of modern rodeo professionals, showing frequent contact with large, combative mammals. The pattern of fractures, along with the absence of throwing weapons, suggests that they may have hunted by leaping onto their prey and stabbing or even wrestling it to the ground.

And maybe add hideous reptilian races.

Across the Green River dwell the TL 3 snakemen.

They have a few ancient crumbling cities deep in the jungle and their warrior caste enjoys hunting humans for sport. 

They also capture and kill all the humans in a hundred mile radius every decade. The prisoners are eaten after being sacrificed to their dark god during a lunar eclipse.

SNAKE MEN 5 points

The languages of most other races are difficult for them to master; they always speak them with an accent.

Snake Men enjoy hunting, and combat.

Domestic mammals unused to them find them terrifying.

Easily mistaken for reptile men, lizard men and dragon-blooded the snake men just as happily eat their reptilian kin as they would a hobbit.

Advantages: Extended Lifespan 2 [4]; Damage Resistance 3 (Tough Skin, -40%) [9]; Longevity [2]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Striker (Tail; Crushing; Clumsy, -2 to hit, -40%) [3]; Teeth (Sharp) [1]; Temperature Tolerance 4 [4]; Terrain Adaptation (Jungle) [5].

Disadvantages: Disturbing Voice [-10]; Odious Racial Habit (Eats other sapients) [-15]; Social Stigma (Monster) [-15].

Features: Black/red/yellow, brown, gray with black bands, green or white scales. Born Biter. Cannot learn non-reptilian languages above Accented level.

Snake Men TL 3 Armor

Most wear a full suit of elephant hide armor and plate sollerets.

Elephant Hide DR 4 

Helm $50 4lbs

Body $350 25lbs

Arms $90 4lbs

Legs $110 6lbs

The soldiers in the temples and cities usually wear plate armor.

 

Steel Laminate Plate torso, groin DR 5 $900 30lbs

Plate Legs legs DR 6 $1,100 20lbs

Barrel Helm skull, face DR 6 $240 10lbs

Heavy Gauntlets hands DR 5 $250 2.5lbs

Sollerets feet DR 4 $150 7lbs

Jade Lotus City (Yu Lian Ch'eng)

Spellcaster 75 points

This intermediate-level mage is not as limited as the hedge wizard, but lacks the extraordinary gifts of the battle wizard or enchanter. He has enough combat skills to give him a chance of surviving a melee, but his main specialty is some category of useful spells.

Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 11 [10].

Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 10 [0]; Will 13 [0]; Per 10 [-15]; FP 13 [6];

Basic Speed 5.25 [0]; Basic Move 5 [0].

Advantages: Magery 1 [15] and two of Eidetic Memory [5], Language (Accented/Native) [5], Single-Minded [5], Status 1 [5], Versatile [5], or +1 to Will [5].

Disadvantages: -30 points chosen from among Absent-Mindedness [-15], Bad Sight [-25], Bad Temper [-10*], Curious [-5*], Duty [-2 to -15], Gluttony [-5*], Obsession [-5* or -10*], Secret [-5 to -30], Sense of Duty [-2 to -15], or Shyness [-5 to -20].

Primary Skills: Thaumatology (VH) IQ [4]-13†.

Secondary Skills: Three of Games (Magical Challenges) (E) IQ [1]-13; Hidden Lore (any), Occultism, or Research, all (A) IQ-1 [1]-12; Astronomy, Cryptography, Expert Skill (any), Mathematics (any), Naturalist, or Theology (any), all (H) IQ-2 [1]-11; Dreaming or Meditation, both (H) Will-2 [1]-11; or Alchemy (VH) IQ-3 [1]-10.

Background Skills: Savoir-Faire (High Society or Magical) (E) IQ [1]-13. One of Knife (E) DX+1 [2]-11; or Riding (any), Shortsword, or Staff, all (A) DX [2]-10.

Spells (all (H) IQ [1]-12†, except as noted): Detect Magic; Lend Energy; and one of the following packages:

Elementalist: Create Air; Create Fire; Create Water; Ignite Fire; Purify Air; Purify Water; Seek Earth; Seek Water; Shape Air; Shape Earth; Shape Fire.

Mentalist: Daze; Fear; Foolishness; Forgetfulness; Hide Thoughts; Mind-Reading; Mind-Sending; Sense Foes; Sense Emotion; Sleep; Truthsayer.

Illusionist: Blur; Complex Illusion; Continual Light; Darkness; Hide; Illusion Disguise; Illusion Shell; Light; Simple Illusion; Silence; Sound.

Choose two spells for advanced study and raise their level to (H) IQ+2 [4]-14.

* Multiplied for self-control number; see p. B120.

† +1 for Magery.

Upgrade: The most economical way to produce an exceptionally skilled mage is to raise IQ to 14 and Magery to Magery 3; this raises his spells to level 15, reducing their energy cost by 1 point. Spend the other 10 points on additional spells or miscellaneous adventuring skills.

Archer 75 points

This template works for any light  missile troops who provide support to cavalry or heavier infantry. The longbow is the classic weapon, but other options are available.

Attributes: ST 10 [0]; DX 12 [40]; IQ 10 [0]; HT 10 [0].

Secondary Characteristics: Damage 1d-1/1d+2; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 6 [10]; Basic Move 5 [0].

Advantages: Acute Vision 2 [4]; Fit [5]; Striking Strength 2 [10].

Disadvantages: -20 points chosen from among Bloodlust [-10*]; Chummy [-5/-10]; Code of Honor (Soldier’s) [-10]; Duty [-2 to -15]; Overconfidence [-5*]; Sense of Duty (Comrades) [-5]; Stubbornness [-5]; Wealth (Struggling) [-10].

Primary Skills: One 12-point package chosen from the following: 

Bow (A) DX+2 [8]-14 and Fast-Draw (Arrow) (E) DX+2 [4]-14; 

Crossbow (E) DX+2 [4]-14 and Fast-Draw (Arrow) (E) DX+3 [8]-15; 

Fast-Draw (Ammo) (E) DX+3 [8]-15 and Guns (Musket) (E) DX+2 [4]-14; 

Sling (H) DX+2 [12]-14; or 

Thrown Weapon (Spear) (E) DX+4 [12]-16.

Secondary Skills: Hiking (A) HT+1 [4]-11; Soldier (A) IQ [2]-10. 

One of Camouflage (E) IQ+1 [2]-11 or Stealth (A) DX [2]-12. 

One of Knife (E) DX+1 [2]-13; Shortsword (A) DX [2]-12; Smallsword (A) DX [2]-12; or Shortsword (A) DX-1 [1]-11 and Shield (E) DX [1]-12.

Background Skills: Survival (any) (A) Per [2]-10 and 

one of Brawling (E) DX+1 [2]-13; First Aid or Savoir-Faire (Military), both (E) IQ+1 [2]-11; Armoury (Missile Weapons or Small Arms) or Leadership (A) IQ [2]-10; or Observation or Tracking, both (A) Per+2 [2]-12†.

* Multiplied for self-control number; see p. B120.

† Includes +2 from Acute Vision 2.

REPTILIANS

“Reptilian” is the warm-bloods’ name for several distantly related races of intelligent, upright lizards. Not all are civilized. Smart delvers should assume that any reptilian met on the road or in the dungeon will try to eat them. Several varieties are noble, upstanding races that pay taxes and eat only bad guys (like tax collectors) . . . but all reptilians suffer from a severe Social Stigma just the same.

Reptilians have a special 0-point feature due to their long, toothy jaws:

Born Biter: You have an elongated jaw optimized for trapping prey. You can opt to hold on after you bite; thus, the bite doubles as a grapple. On later turns, you can worry, which counts as an attack but always hits – simply roll biting damage!

If your victim’s SM is three or more greater than yours, you can only do this to an extremity (hand, foot, etc.), and the grapple is considered one-handed. If his SM is only one or two larger, you can target anything, and the grapple is treated as two handed.

The same is true if his SM is equal to or smaller than yours, but you can also attempt to pin him while standing! The catch is that foes get +3 to target your protruding snout, allowing them to attack your face (not skull) at only -2.

LIZARD MEN 30 points

Lizard men have long snouts and thick tails, and resemble little dinosaurs with hands. They’re stronger and faster than dragon-blooded, but not as smart. Most prefer hot places (on average, they’re comfortable between 47° and 135°), far from human habitation. The typical lizard man isn’t a man-eater, but subsists on giant swamp flies or desert beetles – a fact that seems to bug frou-frou elves more than man-eating would.

Lizard men have normal height for their modified ST, and weigh 30 lbs. more than humans of that height. Their physique prevents them from wearing armor fitted for humans (and vice versa). Some varieties are optimized for desert movement while others are at home in steaming swamp; select this Terrain Adaptation during character creation.

Attribute Modifiers: ST+2 [20]; IQ-1 [-20]; HT+1 [10].

Secondary Characteristic Modifiers: Basic Move+1 [5].

Advantages: Claws (Sharp) [5]; Damage Resistance 2 (Tough Skin, -40%) [6]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Striker (Tail; Crushing; Clumsy, -2 to hit, -40%) [3]; Teeth (Sharp) [1]; Temperature Tolerance 3 [3]; Terrain Adaptation (Sand or Swamp) [5].

Disadvantages: Disturbing Voice [-10]; Social Stigma (Monster) [-15].

Features: Armor isn’t interchangeable with human armor. Blue, brown, gray, or green scales. Born Biter. Cannot learn non-reptilian languages above Accented level.

REPTILE MEN 58 points

In appearance, reptile men are large, bipedal lizards. They come in many colors, and their shimmering scales grant them surprising beauty.

However, their teeth, claws, and alien nature make them fearsome. They are decidedly carnivorous.

They prefer hot, open plains and savannahs like the world they came from, Gabrook. Reptile men tend to be very suspicious of other races and prefer to keep to themselves. 

The languages of most other races, including all those native to Yrth, Earth, and Loren’dil, are difficult for them to master; they always speak them with an accent.

Reptile Men enjoy hunting, combat, and lying in the sun. They get along well with dragons, but relationships with other races are strained.

Horses unused to them find them terrifying; riders must make a Riding roll to keep their mounts from shying and throwing them when they first encounter a reptile man.

Reptile men have normal height for their ST, and weigh 30 lbs. more than humans of the same height.

Attribute Modifiers: ST +4 (Size, -10%) [36]; IQ -1 [-20]; HT +2 [20].

Secondary Characteristic Modifiers: SM +1.

Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Longevity [2]; Nictitating Membrane 3 [3]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 5 (Centered at 80°) [5].

Disadvantages: Shyness (Mild) [-5]; Social Stigma (Barbarian) [-10].

Racial Skills: Camouflage (E) IQ [1] -9; Survival (Desert) (A) Per [2]-9.

Features: Can’t learn most other languages beyond the Accented level.

Some reptile men, particularly in the Great Desert, have the disadvantage Odious Racial Habit (Eats other sapients) [-15]; they are responsible for much of the social stigma the race as a whole bears. Very few ever get over their Shyness. Common advantages and disadvantages among reptile men include Hard to Kill, Hard to Subdue, Honesty, Selfish, and Stubbornness.

DRAGON-BLOODED 30 points

Dragon-blooded claim to be the result of magical experiments performed by dragons back when Man started building cities. The dragons’ supposed goal was to raise an army of dragon-kin compact enough to battle the warm-blood menace building-to-building. Modern dragon-blooded do seem to be on remarkably congenial terms with dragons, but they mostly don’t swarm cities to eat people . . . mostly.

Dragon-blooded resemble scaly humans with claws and a small dragon’s head. Unlike most reptilians, they’re tailless. They cannot wear human helmets, but can use all other human gear. Determine height and weight normally for modified ST, and then add 15 lbs. to weight.

Like dragons, dragon-blooded can breathe fire. This is a jet. It functions like a melee attack in most regards, but can only be dodged or blocked – not parried – and has 1/2D 5, Max 10. Damage is 1d burning.

Attribute Modifiers: ST+1 [10]; HT+1 [10].

Advantages: Burning Attack 1d (Jet, +0%) [5]; Claws (Sharp) [5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Reputation +3 (Dragons) [5]; Teeth (Sharp) [1].

Disadvantages: Disturbing Voice [-10]; Social Stigma (Monster) [-15].

Quirks: Trivial Vow: Never attack a dragon. [-1]

Features: Born Biter. Cannot learn non-reptilian languages above Accented level. Head armor isn’t interchangeable with human head armor. Ruby or emerald scales.

Sleestak

ST 12; DX 8; IQ 9; HT 11.

HP 15; Will 9; Per 9; FP 11.

Speed 4.00; Move 4; Weight 180 lbs.; SM 0.

Dodge 7; Parry 9 (unarmed); DR 2.

Sharp Claws (12): 1d cut. Reach C.

Sharp Teeth (12): 1d cut. Reach C.

Pistol Crossbow, cheap (10): 1d+1 imp. Acc 0; Range 180/240; RoF 1; Shots 1(4); Bulk -6.

Traits: Bad Temper (6); Bestial; Callous; Cold-Blooded (65°); Dread (3 yards; very common: bright light, x3); Hidebound; Night Vision 8; 

Skills: Brawling-12; Crossbow-10; Tracking-10.