Reptilites in TFT
(c) 2016 by Richard W. Smith - - - - Version 1.0.0
I can not remember a PC ever playing a reptile man in TFT. Basically only earning 1/2 experience greatly slows one of the great pleasures of role playing games, namely the satisfaction gained by improving your character. This is an attempt to make the big strong reptile people more popular to play. They remain tough starting characters, but they have several disadvantages which make up for their good start. There are a few sub-varieties of reptilites. These are discussed at the end of this essay.
Reptilites, or reptile men as they are also known, are distantly related to dragons. They have small wings that can not let them fly, rather they are spread and blood is pumped thru them. When the sun shines on these, the warmed blood helps keep the Reptilite warmer in cool temperatures. In combat, or in too warm areas the wings fold up into tight little box like masses on their upper back.
Reptilites are a 1.5 hex creature who stand about 210 cm high. They start with 35 attributes divided up this way:
ST 15, DX 7, IQ 8, & +5 points to be added anywhere. They have an MA is 10. (Their maximum ST, DX & IQ are: 75, 35 & 40 respectively.)
Their scales give them a naturual armor of –1 damage per hit.
Their unarmed damage is double that of a human at their ST. (So if an equally strong human would do 1d-1 damage, a Reptile Man would do 2d–2.)
When a reptilite, reaches ST 18+ they get a tail attack, which can strike into any rear hex. If they make a regular attack and a tail attack both attacks are at -4 DX.
The damage of the tail attack is... from ST 18 to 23 ––> 1 die; from ST 24 to 29 ––> 1d+1; and from ST 30+ ––> 1d+2.
Reptilites may raise their ST by spending x 0.5 the normal experience cost. Note that tho the ST costs 1/2 experience to increase, it still counts as a full attribute when calculating the attribute total. So if a reptilite quickly raises his ST, it soon will become very expensive to get enough experience to gain other attributes.) (See the rules for Advantages of Great ST in TFT.)
MISC. RULES:
- Reptilites are strongly affected by temperature. This is a major disadvantage for this race and GM's should make sure it causes them problems if they are adventuring in cold areas. (If the GM ignores this disadvantage, the race will be too strong. See the detailed temperature rules below.
- Reptilites bites very often cause infections. Someone bitten by one (which breaks the skin), has a 50% chance of an infection. No healing on the wound will occur until the infection is defeated. A typical infection requires a 3vsST or you take one point of damage. If 3 of these saving throws are made in a row, the infection is defeated. Note that occasionally some infections are worse. Cleansing spells will cure infections instantly. Any sort of magical healing (unless it mentions infections specifically), give a +3 adj ST bonus to the next day's infection saving throw.
- Reptile Men can stay perfectly still for long periods and then explode in a flurry of action. In situations where it is an advantage to remain still, the GM should give them significant bonuses.
- Reptilites lack the body language of mammal species. They are perceived as uncaring and seem to look at people as if sizing them up for their next meal. In fact, they are simply less affection, to both themselves and others. Mammal races react to reptilites with a –2 reaction. Likewise, mammals have a –1 reaction in reptilite societies.
- Because of their wings, they rarely wear armor. Any armor they do put on must be custom made for their race, and will not cover their back. Therefore melee and missile fire thru the rear hex will bypass the armor completely. (If missile fire comes along the alternate hex grain so it is half way between the rear hex and the side hex, then look at the range. At point blank range (3 hexes or less), the archer can choose to hit the rear. At 4 hex range or more, it is assumed to hit the side since SOME of the back has armor. Archers at greater distances who are behind the reptile man (but who are not shooting thru the rear hex) may shoot at the exposed back at –4 adj DX, using an aimed shot.
- Like dragons Reptilites tend to be loners and ego maniacs. Few reptilites are happy taking orders and unless in charge, spend a lot of time arguing with the person in authority. Reptilites have a hard time organizing large number of people to work on grand projects. Their military tend to have a leader for every 3 to 5 people of the next lower rank to argue them into submission. And even then, small groups of soldiers are more likely to run off on their own goals rather than supporting the main plan.
PC reptilites may have what ever personality the player wishes, but the standard reptile man is argumentative, touchy, bossy and is easily offended by criticisms or suggestions on his plans. Because they are so touchy, it is rare to find more than 6 to 12 reptilites working on the same project unless there is a very rich or strong willed (or both) leader running things. Often reptilites find it easier to hire other races (often dwarves) to do their building projects.
- Reptilite females lay clutches of 20 or so eggs in warm sand. A clutch is laid each time she comes into season which happens about every 4 months. With so many offspring, they are pretty blase' about losing some. This lack of parental concern is very alien to humans and makes it hard to relate to them.
(Note, someone who goes around murdering egg clutches or deliberately wiping out all young will gain reptile man enmity, but it must be pretty blatant before they get worked up.)
- Reptilite young can take care of themselves from the moment they hatch and sometimes work as a 4 to 12 member pack of: ST 5, DX 7 to 10, IQ 6 or 7, MA 8 little predators. (They have no armor, and bite for 2d–8 damage. A few big ones might bite for 2d–6 damage.) Once they wound something, they fall back, and follow the wounded animal to see if infection weakens their prey. They are intensely curious and will get into things trying to learn. When they become young adults (around 10 ST, IQ 8), the adult society starts taking them more seriously, and will apprentice them / start giving them work. By this time, more than 99% of the young have died out. (If you are attacked by such a little gang and kill them defending yourself, no reptilite will blame you. If THEY were attacked, they would kill them.)
- Reptilites are not strong swimmers being a bit more dense than humans. Worse, unless the water is very hot (say 35 C), they will rapidly become sluggish and stupid which makes drowning even more likely. Their wings will fold up into tiny little knots and almost no blood will be pumped thru them. Even so, hypothermia hits them hard and fast in the water. Most reptilites will drown within 4 minutes in 10 C water even if they have Swimming talent.
- In slightly cooler climates, reptilites will create sandy spots to lay eggs in. These areas have walls to keep the wind away and smooth curved walls on the NW, North and NE sides to reflect more heat into the breeding sand. Some reptilites become well known for landscaping.
Reptilites and Temperature:
Remember this mnemonic for Celsius temperatures:
"30 is hot, and 20's pleasing.
10 is cold, and 0's freezing."
Reptilites are thought to be creatures who like hot temperatures, but humans (who can sweat) can actually stand hotter temperatures than reptilites IF the humans have lots to drink. On the other hand, heat with high humidity (which prevents sweating) will knock out humans fast, but the humidity does not affect the reptilites.
Humans and temperature:
- Humans can withstand temperatures up to 50 C if the humidity is not too high, and they have water.
- Anything over 30 C is considered very hot, unless the human has acclimatized to the heat.
(However, if the humidity is over 90%, humans become lethargic and suffer over 30 C. They get a –2 to ST, DX & MA.) If the humidity is 100% and the temperature goes above 40 C, humans will soon (a few hours) pass out then die of heat stroke.
- Humans can survive very cold temperatures if they have warm clothes and have lots to eat. (When sleeping they produce less heat and the temperature is treated as 10 C colder than it is.)
Reptilites are fussier about temperature:
- Above 45C will soon be fatal to them.
- From 40 to 45 C reptilites are too hot and have –1 to all attributes including MA. They will seek shade and will avoid moving if possible.
- From 25 to 40 C reptilites are happy with no penalties. From 25 to 35 they will occasionally spread their wings a bit to soak up some extra heat. (If there no heat source for their wings to use, they are at -1 to their DX & IQ.)
- From 20 to 25 C they will have their wings extended at all times to gain heat from the sun. If they are indoors, underground and there is no fire they slow down. –1 to all attributes and MA.
- From 15 to 20 C, it is as 20 to 25 above, but the penalty is –3. If they remain at this temp for a couple hours they will pass out.
- From 10 to 15 C, it is as above, but the penalty is –6. This temp is fatal to them in a few hours.
- Below 10 C, the reptilite needs artificial warmth or they will soon die.
They ignore humidity. In fact, warm humid days make great hunting since the mammals stop moving and pant, making them easy prey.
If there is a heat source like the sun or a bonfire, their wings allow them to add from +1 to +15 C to the temperature as far as their body is concerned. (More if it is a huge fire.)
If there is a source of water nearby and low humidity, reptilites have been known to dunk their wings in water, then spread them parallel to the sun (so they absorb little heat) and let the water dry. This will cool them by up to 15 C. In these friendly conditions, they can survive temperature up to 60 C.
Note in my campaign there are inexpensive magic items called heat stones and spells that improve the insulation of clothes. These items can allow reptilites to survive in colder areas. But really, reptilites have no business living where winter temperatures go below zero for any length of time.
PC Reptilites can sacrifice attributes worth of exp to gain magical powers.
(They save up experience until they have that many attributes of exp saved, then spend it all in a block.)
Frenzy: Reptile man may sacrifice 3 attributes worth of experience to do extra damage.
All unarmed attacks do +1 damage. This includes the tail attack.
ALL attacks (including those with weapons and their tail) do +1 damage. A reptilite can take both Frenzy and Full Frenzy. In this case, they will do +2 unarmed and +1 with weapons.
The reptilite will be able to 'smell' changes to magic. Crossing rule lines, changes in the mana level, entering into new environmental magic zones, entering the volume of a powerful spirit can be noticed on a 3vsIQ roll. (Alertness does NOT help on this roll.) The GM may also give the character this information roll if a powerful spell has been cast near the character.
The hands will magically smooth and shape stone, bringing it to a fine, shiny polish. Almost as if they were a fine grit diamond sandpaper. This takes a month per square meter so smoothed. (The surface must have already been chipped and roughly flattened. This ability just takes a relatively smooth surface, and makes it shiny flat.) Reptile men are known for their polished stone artwork, and temples and breeding areas are often so polished.
Varieties of Reptile Men:
Reptt: (aka Vicious Reptilites.)
Reptt are like orcs in human society. They are a subspecies that are known for their violence and selfishness. They are 20 cm or so taller than a regular Reptile Man, but have the same starting statistics. Reptt tend to put more attributes into ST and fewer into IQ.
Thasit:
This smaller subspecies (1.1 hex figures) of Reptile Men, which lay far more, smaller, eggs, however 99.999% die before becoming adult. They are smarter than most Reptilites and are often priests, wizards and leaders. (They have to tread softly, since if their leadership offends their followers, they are easy to kill.) They are noted for their striking blue and purple scales.
Their starting attributes are: ST 12, DX 8, IQ 9, +3 attributes to place anywhere (but remember ST costs 1/2), MA 9, No armor, Attacks the same as normal Reptile Men (tho their lower strength usually means they do less damage).
They can sacrifice 4 attributes worth of exp to gain +1 reaction rolls with Reptilite & related species.
Norogrot:
These are giant Reptile Men. They are an NPC species and are 3 hex creatures. Their starting attributes are ST 25, DX 8, IQ 7, +1 attribute to place anywhere, MA 16. They have -4 armor (heavy scales). They gain ST easily and often have 35 to 45 ST. Their DX & IQ are rarely above 11 & 12 respectively. They never use weapons, but bite and claw for 2 dice to 4 dice damage. Their tails do 2d+1 or can try to knock down all people in their rear hex like dragon's tails.
Draconites: (Also known as dragon men.)
These are thought to be the most ancient and noble of the Reptile Men species. They have larger wings and can glide downwards at a 45 degree slope. Basically they ignore falling damage as their wings are large enough to prevent dangerous falls.
Like Dragons, their internal fires (metabolism) is so hot that they can survive quite cool temperatures. They make up for this with huge appetites.
Their starting attributes are: ST 12, DX 7, IQ 8, +2 attributes to spend anywhere (but remember ST costs half), MA 9. They get –1 armor if their ST goes over 18. Their tails are longer and not as thick as normal Reptilites. When they reach ST 15 they make attempt to knock down one figure in their rear hex unless that figure makes a 3vsDX saving throw. This tail attack is a free attack which does not interfere with any other action the Draconite is taking.
Once per minute, a Draconite can breath fire by spending 10 fST, and making a 3vsDX to hit at +4 adj DX. This will affect a front hex, the two hexes behind it, the 3 hexes behind that, the 4 hexes beyond that and the 5 hexes beyond that. Basically if affects an equilateral triangle with sides 5 hexes long pointing at the Draconite. In this zone all figures take fire damage: 2d+2 in the adjacent hex, 2d–2 if the target is 2 or 3 hexes away, and 2d–6 for figures 4 or 5 hexes away. At ST 20 the Draconite will do +2 damage at all ranges and at ST 28 it does +4 damage at all ranges. Figures in this area may make a 5vsDX saving throw to jump out of the area and avoid the damage. If the target makes the roll, they land standing in the nearest hex outside the fire area. If they wish to throw themselves prone in the hex outside of the fire's area, they roll only 3vsDX to avoid the flames.
Draconites may spend attributes to gain dragon like powers, such as better senses, dragon magics, the ability to hypnotize people, etc. These vary widely from individual to individual so the GM should set the costs and abilities of the particular individual.
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