Reptilians Species in Terra | World Anvil
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Reptilians


The Reptilians are native to some of the most inhabitable places on Terra, such as the jungles that grew up in the lava flows of the super-caldera eruptions. Although they have never found the cold to their liking, their people have spread to many regions of Terra. Reptilians are somewhat off-putting to other races, and are mildly less integrated than others. Due to their close tribal bonds, this does not bother most Reptilians that much. They often carry an Arcane powered warming stone in their clothing.   Racial Abilities:

Limber:
Reptilians are agile creatures and start with a d6 in Agility instead of a d4.

Natural Weapons:
Reptilians possess unique Natural weapons based on sub-race check below.

Reptilian:
Reptilians are reptilian humanoids and therefore affected by extreme cold temperatures (or spells with cold trappings) just like their bestial cousins. They take a -2 penalty to resist cold environmental effects, and take an additional +2 damage from attacks and powers with the cold Trapping.

Scaly Hide:
Reptilians tough hides grant them a +1 to their base Toughness.    

Sub-races:



Drake Ancestry



Natural Weapons:
Drake Reptilians possess a unique Natural weapon.
Breath attack:
Burst:
Breath weapon
Range:
Cone Template
Trappings:
A shower of flames, light, or other matter or energy. Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).

 

Lizard Ancestry

 

Natural Weapons:
Lizards possess a unique Natural weapon.
Bite attack: dealing Str+d6 damage.

Additional Action:
Lizards evolved in tough conditions where each young one had to fight for every-bite to eat. He may ignore 2 points of Multi-Action penalties each turn.

Infra-vision:
Lizards can "see" heat through additional sensory organs. This halves Illumination penalties when attacking warm targets.
 
 

Serpent Ancestry



Natural Weapons:
Serpents possess a unique Natural weapon.
Fang attack: dealing Str+d6 damage. With an additional poison effect. Character must make a vigor roll on every turn, on a fail the character takes a automatic wound.

Infra-vision:
Serpents "sees" heat through additional sensory organs. This halves Illumination penalties when attacking warm targets.

Regeneration:
Serpents heal damage quickly. She may make a natural healing roll once per day. The Hero may spend 2 bennies to soak a single wound once per day.
Serpent Reptilians are very tribal in nature, living in isolation has built strong bonds. When one of their tribe is killed wrongfully the tribe itself has been known to seek a more quick and violent justice for the fallen.

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