Slightly taller than Humans, Reptile Folk prefer scrubland on the edges of deserts. Their nomadic lifestyle and natural armor has made them terrific hunters and trackers. This innate protection also supports their belief that they are superior to all other life in the world.
Typical
Agility: 3D+2: fighting 4D+1, dodge 4D, melee combat 4DCoordination: 2D: throwing 3D
Physique: 4D: lifting 4D+1, running 4D+1, stamina 4D+1
Intellect: 3D: navigation 3D+2, trading 3D+1
Acumen: 3D+1: survival 3D+2, tracking 3D+2
Charisma: 2D: intimidation 3D, mettle 3D
Advantages: None
Disadvantages: Achilles’ Heel: Cold (R3), take 1D in damage per round in temperatures below 15 C; Hindrance: Arrogance (R2), +2 to bluff, charm, and persuasion difficulties
Special Abilities: Extra Body Part: Tail (R1); Natural Armor: Scales (R1), +1D to damage resistance total against physical damage; Natural Hand-to-Hand Weapon: Claws (R1), +1D damage
Strength Damage: 2D | Move: 10 |
Fate Points: 0 | Character Points: 2 |
Body Points: 22 | Wound levels: 3 |
Package
Total creation point cost: 0
Total defined limit cost: 0
Advantages: None
Disadvantages: Achilles’ Heel: Environmental Incompatibility (R3), +1 modifier to difficulties per round exposed to temperatures below 15 degrees C; Hindrance: Arrogance (R2), +2 to bluff, charm, and persuasion difficulties
Special Abilities: Extra Body Part: Tail (R1, cost 0); Natural Armor: Skin (R1, cost 3), +1D to damage resistance total; Natural Hand-to-Hand Weapon: Claws (R1, cost 2), +1D damage