Carnasaur
Nazqua
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I've cleaned up the whole introduction area for any people that may be interested, this highlights the key aspects of the RP along with any rules and systems we will be using. Feel free to skip to the discord link and there Ill be more than happy to help anyone set up a character and get started along with introduce them to the systems.
----- Intro -----
Keep in mind that this will be a rather slow process and is more like us writing a story than playing a game of D&D/WFRPG. We will be starting as a small cohort of lizardmen in a camp of sorts searching an abandoned ruin for artefacts, location-wise, we will be in Lustria, searching the ruined temple of Kara which is near the city of Tlaxtlan, city of the moon
----- Rules -----
Alright with that said, here are some base rules: (some of the ideas for this RP are from this thread - http://lustria-online.com/threads/lizardmen-rpg.3490/ , so thanks to @Craken even though they haven’t logged on for a few years)
1) If you plan on quitting let me know so that your character can leave, or be killed in an interesting way.
2) If you are going to be away for a bit of time let us know, so we can try and work it into the story.
3) Don’t try to kill each other or ruin someone else’s time unless you have to. Infighting is okay but only up to a certain extent.
4) Try and only post what your character is doing. Don't make decisions for others or the environment/NPC's
5) If you are new after this is set up let me know you want to play through DM’s so that I can find a way to fit you into the story.
6) Please keep OOC chat to a minimum. Anything not in character must be done in the following format, "[out of character talk]"
----- Stats and Stat system -----
We will be using a stat lay out inspired by the total war stat range. Each character will have these core stats:
Health - How many hit points the entity has, if reduced to 0, your character WILL die. If it reaches from 5-10% They will go unconscious)
Armour - The amount by which incoming attack's are reduced upon hitting the entity. Armour may also affect speed.
Leadership - The amount of endurance and perseverance the character has in face of fear, terror, debuffs or hard pressing odd's. If the character's leadership is reduced enough they may be forced to run or refuse to take actions.
Speed - How fast the entity moves, may be different across forms such as air, land and water.
Melee Attack - The chance of the entity hitting an opponent.
Melee attack may have certain affect's or aspects applied to it which will deal damage in a different way or apply different effects. Ie, Magical damage, Fire Damage

Melee Defense - The chance of the entity dodging an opponent's strike.
Weapon strength - How much damage the entity will deal on a successful hit.
Charge bonus - A bonus to the entity's Melee attack on their first few attacks after charging
Ammunition - How much ammunition this entity has for its weaponry
Range - The limit of accuracy for an entity's ranged attack's
Missile strength - How much damage a ranged attack will deal on a successful hit.
- Forumla's -
The ratio of Weapon strength to Damage dealt is 1:1
The formula for accuracy of a melee attack is 50 + Attacker's Melee attack - Defender's Melee defense = Accuracy of attack (D100 rolled, if the score is below or the same as the accuracy value, the attack lands)
The formula for how much damage goes through an entity's armour is, in complex terms, Damage = Weaponstrength * (1-(armour*(random.randint(5,10)/1000) - Dont worry too much about this as I have an algorithm written to calculate it automatically in python code, which I have put below if anyone wants to use it themselves.
- Example of stats -
Here is an example of some stat's
----- Class system -----
Before beginning everyone chooses a class - A class represents the role your character is aspiring to within lizardmen society, and will heavily influence your stat range and playstyle.
Here are the core classes (Keep in mind, additional custom classes can be made with different stats depending on what you're after, such as the oracle which has now become a core class)
Skink priest
(A skink priest will choose a lore of magic or old one to which they are casters of)
Specialties: Problem solving, Magic in all its forms, Casting on the battle field to deliver powerful debuffs, buff's and a variety of versatile damage spell's.
Points: Magic, Skill
Skink beast handler
(A skink beast handler may choose from a selection of 'beasts' or 'companions' before beginning, these can include but are not limited to animals such as jaguar's, crocodiles, younger dinosaurs ect ect, A skink beast handler's beast will develop with him)
Specialties: Communing with the jungle, taming and riding beasts, speed and a wide spread of stats which can easily be specialized depending on your choice of beast.
Points: Beast handling, Skill
Skink Oracle
Specialties: A skink oracle is one of the more versatile classes, able to go down a large range of routes depending on what the player wants, skink oracles are generally a good all rounder, having access to the widest point spread.
Points: Battle, Beast handling, Magic, Skill
Saurus
(A saurus may choose to convert battle points into beast handling points inorder to have a carnosaur or cold one ect)
Specialties: Presence on the battle field, strength and endurance. More combat focused characters that lack problem solving skills
Points: Battle, *Beast handling
Kroxigor
Specialties: A kroxigor's main way of dealing with everything is brute force, and brute force alone. If you thought saurus had it hard in the intelligence and problem solving area, kroxigors have it worse - albeit at a trade off for their amazing endurance, strength and health
Points: Battle, Strength
Chameleon skink
Specialties: Elements of combat, stealth and ranged attacks. Chameleon skinks have a huge amount of utility at the cost of some area's of combat performance such as health and defense.
Points: Skill, Stealth, *Battle, *Beast handling
----- Point system -----
Template:
Point name
(Description of what point can do)
- Class: Amount of points per day - Maximum amount of points this character can carry at once of that type
-
Stealth
(Adding large bonuses to stealth rolls, camouflaging, and doing things really quietly ect)
- Chameleon: 1/2D - 2 MAX
Strength
(Throwing huge rocks, lifting up very heavy things, felling tree's or breaking down structures)
- Kroxigor 1/2D - 2 MAX
Magic
- Skill points can be converted into magic points with the ratio 3:1, with varying costs depending on how capable your character is
(Casting spells, doing other generally arcane things)
- Priest 1-3/1D - 8 MAX
- Oracle 1/2D - 2 MAX
Beast handling
- Skill points can be converted into Beasthandling points with the ratio 2:1
(Controlling beasts, getting bonuses on taming rolls, removing rampage and generally doing most things animal or mount related)
- Skink handler 1-3/1D - 8 MAX
- Oracle 1/2D - 2 MAX
- Saurus 1/1D - 3 MAX (In exchange for a battle point)
Skill
(Converted into other points, doing complex maneuvers and actions, puzzles, shooting and other skills along with adding bonuses to rolls)
- Chameleon 2/1D - 8 MAX
- Priest 2/1D - 8 MAX
- Oracle 1-2/1D - 6 MAX
- Kroxigor 1-2/2D - 3 MAX
- Saurus 1/1D - 4 MAX (Can be put up to 1-2/1D In exchange for a battle point)
- Skink handler 2/D - 8 MAX
Battle
(Making attacks, doing things combat related)
- Chameleon 2-4/1D - 10 MAX
- Priest 2-3/1D - 6 MAX
- Oracle 4/1D - 10 MAX
- Kroxigor 4-5/1D - 12 MAX
- Skink handler - 2-4/1D - 10 MAX
- Saurus 4-5/1D - 12 MAX
----- Example battle field -----
I also like to give everyone a much more accurate idea of what a battlefield or sometimes area looks like with a map, which they can interact with such as this one
----- Map -----
This is the map of Lustria we will be working from:
----- Current situation/recap -----
Everyone in the party is progressing from their camp in the temple of Kara towards the temple of city of Tlaxtlan (City of the moon) in order to deliver a number of artifacts including a relic priest and a strange, seemingly very important plaque towards the cities chambers and Slann. They are currently 3/4's way through the journey, however their pit stop at the so called 'emerald pools' is interrupted as they catch sight and engage a force of human warmblood interlopers desecrating the forest around the pools in an attempt to harvest its life giving energies for themselves.
Updated and reformatted the list of names:
- NPC's back at camp in Kara's ruins -
Izqux - (Yuxa's Conduit) Starseer Head of camp
Quelionxi - (Quetzl's hand) Starseer's warden.
Zuztle - Healer/Elder Talock - Saurus commander
- NPC's with the caravan to Tlaxtlan -
Ahuatli (beast)
Uykar - Head beast handler, Skink chief.
Omeotl - Head scout
- Player characters -
Tezka - Lizerd's Oldblood
Texcoco - Tezka's young carnosaur
Xolek-Zi - Suds skink oracle
Xiuhcoatl - Xolek-zi's wild salamander
Xlauax - Deathbringer's chameleon skink
Xahanol - Sevesh's skink beast handler
Quas - bOdziO's kroxigor
Tik - Kithmali's priest (Metal)
- Previous/Retired characters??? -
Kuoteq-ecko - Khemrian Slann's priest (Heavens)
Hakal - PP's Kroxigor
-- Discord --
If you're interested in joining, it would be highly recommended to join the Lustria Online discord inorder to use the Rp channel and roll channel's where we conduct decisions and organise what people are thinking about doing. Not only that, but its a great place to chill and share your models
Link: https://discord.gg/MwncBbCBzT
----- Intro -----
Keep in mind that this will be a rather slow process and is more like us writing a story than playing a game of D&D/WFRPG. We will be starting as a small cohort of lizardmen in a camp of sorts searching an abandoned ruin for artefacts, location-wise, we will be in Lustria, searching the ruined temple of Kara which is near the city of Tlaxtlan, city of the moon
----- Rules -----
Alright with that said, here are some base rules: (some of the ideas for this RP are from this thread - http://lustria-online.com/threads/lizardmen-rpg.3490/ , so thanks to @Craken even though they haven’t logged on for a few years)
1) If you plan on quitting let me know so that your character can leave, or be killed in an interesting way.
2) If you are going to be away for a bit of time let us know, so we can try and work it into the story.
3) Don’t try to kill each other or ruin someone else’s time unless you have to. Infighting is okay but only up to a certain extent.
4) Try and only post what your character is doing. Don't make decisions for others or the environment/NPC's
5) If you are new after this is set up let me know you want to play through DM’s so that I can find a way to fit you into the story.
6) Please keep OOC chat to a minimum. Anything not in character must be done in the following format, "[out of character talk]"
----- Stats and Stat system -----
We will be using a stat lay out inspired by the total war stat range. Each character will have these core stats:
Health - How many hit points the entity has, if reduced to 0, your character WILL die. If it reaches from 5-10% They will go unconscious)
Armour - The amount by which incoming attack's are reduced upon hitting the entity. Armour may also affect speed.
Leadership - The amount of endurance and perseverance the character has in face of fear, terror, debuffs or hard pressing odd's. If the character's leadership is reduced enough they may be forced to run or refuse to take actions.
Speed - How fast the entity moves, may be different across forms such as air, land and water.
Melee Attack - The chance of the entity hitting an opponent.
Melee attack may have certain affect's or aspects applied to it which will deal damage in a different way or apply different effects. Ie, Magical damage, Fire Damage
Melee Defense - The chance of the entity dodging an opponent's strike.
Weapon strength - How much damage the entity will deal on a successful hit.
Charge bonus - A bonus to the entity's Melee attack on their first few attacks after charging
Ammunition - How much ammunition this entity has for its weaponry
Range - The limit of accuracy for an entity's ranged attack's
Missile strength - How much damage a ranged attack will deal on a successful hit.
- Forumla's -
The ratio of Weapon strength to Damage dealt is 1:1
The formula for accuracy of a melee attack is 50 + Attacker's Melee attack - Defender's Melee defense = Accuracy of attack (D100 rolled, if the score is below or the same as the accuracy value, the attack lands)
The formula for how much damage goes through an entity's armour is, in complex terms, Damage = Weaponstrength * (1-(armour*(random.randint(5,10)/1000) - Dont worry too much about this as I have an algorithm written to calculate it automatically in python code, which I have put below if anyone wants to use it themselves.
import random
weaponDmg = int(input("wep dmg: "))
armour = int(input("armr: "))
print("Random value")
for i in range(0,1):
outputDmg = weaponDmg * (1-(armour*(random.randint(5,10)/1000)))
print(outputDmg)
mostDmg = weaponDmg * (1-(armour*(5/1000)))
print("Most:")
print(mostDmg)
leastDmg = weaponDmg * (1-(armour*(10/1000)))
print("Least:")
print(leastDmg)
weaponDmg = int(input("wep dmg: "))
armour = int(input("armr: "))
print("Random value")
for i in range(0,1):
outputDmg = weaponDmg * (1-(armour*(random.randint(5,10)/1000)))
print(outputDmg)
mostDmg = weaponDmg * (1-(armour*(5/1000)))
print("Most:")
print(mostDmg)
leastDmg = weaponDmg * (1-(armour*(10/1000)))
print("Least:")
print(leastDmg)
- Example of stats -
Here is an example of some stat's
Kroxigor (Quas)
Salamander (Semi-tamed)
----- Class system -----
Before beginning everyone chooses a class - A class represents the role your character is aspiring to within lizardmen society, and will heavily influence your stat range and playstyle.
Here are the core classes (Keep in mind, additional custom classes can be made with different stats depending on what you're after, such as the oracle which has now become a core class)
Skink priest
(A skink priest will choose a lore of magic or old one to which they are casters of)
Specialties: Problem solving, Magic in all its forms, Casting on the battle field to deliver powerful debuffs, buff's and a variety of versatile damage spell's.
Points: Magic, Skill
Skink beast handler
(A skink beast handler may choose from a selection of 'beasts' or 'companions' before beginning, these can include but are not limited to animals such as jaguar's, crocodiles, younger dinosaurs ect ect, A skink beast handler's beast will develop with him)
Specialties: Communing with the jungle, taming and riding beasts, speed and a wide spread of stats which can easily be specialized depending on your choice of beast.
Points: Beast handling, Skill
Skink Oracle
Specialties: A skink oracle is one of the more versatile classes, able to go down a large range of routes depending on what the player wants, skink oracles are generally a good all rounder, having access to the widest point spread.
Points: Battle, Beast handling, Magic, Skill
Saurus
(A saurus may choose to convert battle points into beast handling points inorder to have a carnosaur or cold one ect)
Specialties: Presence on the battle field, strength and endurance. More combat focused characters that lack problem solving skills
Points: Battle, *Beast handling
Kroxigor
Specialties: A kroxigor's main way of dealing with everything is brute force, and brute force alone. If you thought saurus had it hard in the intelligence and problem solving area, kroxigors have it worse - albeit at a trade off for their amazing endurance, strength and health
Points: Battle, Strength
Chameleon skink
Specialties: Elements of combat, stealth and ranged attacks. Chameleon skinks have a huge amount of utility at the cost of some area's of combat performance such as health and defense.
Points: Skill, Stealth, *Battle, *Beast handling
----- Point system -----
Template:
Point name
(Description of what point can do)
- Class: Amount of points per day - Maximum amount of points this character can carry at once of that type
-
Stealth
(Adding large bonuses to stealth rolls, camouflaging, and doing things really quietly ect)
- Chameleon: 1/2D - 2 MAX
Strength
(Throwing huge rocks, lifting up very heavy things, felling tree's or breaking down structures)
- Kroxigor 1/2D - 2 MAX
Magic
- Skill points can be converted into magic points with the ratio 3:1, with varying costs depending on how capable your character is
(Casting spells, doing other generally arcane things)
- Priest 1-3/1D - 8 MAX
- Oracle 1/2D - 2 MAX
Beast handling
- Skill points can be converted into Beasthandling points with the ratio 2:1
(Controlling beasts, getting bonuses on taming rolls, removing rampage and generally doing most things animal or mount related)
- Skink handler 1-3/1D - 8 MAX
- Oracle 1/2D - 2 MAX
- Saurus 1/1D - 3 MAX (In exchange for a battle point)
Skill
(Converted into other points, doing complex maneuvers and actions, puzzles, shooting and other skills along with adding bonuses to rolls)
- Chameleon 2/1D - 8 MAX
- Priest 2/1D - 8 MAX
- Oracle 1-2/1D - 6 MAX
- Kroxigor 1-2/2D - 3 MAX
- Saurus 1/1D - 4 MAX (Can be put up to 1-2/1D In exchange for a battle point)
- Skink handler 2/D - 8 MAX
Battle
(Making attacks, doing things combat related)
- Chameleon 2-4/1D - 10 MAX
- Priest 2-3/1D - 6 MAX
- Oracle 4/1D - 10 MAX
- Kroxigor 4-5/1D - 12 MAX
- Skink handler - 2-4/1D - 10 MAX
- Saurus 4-5/1D - 12 MAX
----- Example battle field -----
I also like to give everyone a much more accurate idea of what a battlefield or sometimes area looks like with a map, which they can interact with such as this one
----- Map -----
This is the map of Lustria we will be working from:
----- Current situation/recap -----
Everyone in the party is progressing from their camp in the temple of Kara towards the temple of city of Tlaxtlan (City of the moon) in order to deliver a number of artifacts including a relic priest and a strange, seemingly very important plaque towards the cities chambers and Slann. They are currently 3/4's way through the journey, however their pit stop at the so called 'emerald pools' is interrupted as they catch sight and engage a force of human warmblood interlopers desecrating the forest around the pools in an attempt to harvest its life giving energies for themselves.
Updated and reformatted the list of names:
- NPC's back at camp in Kara's ruins -
Izqux - (Yuxa's Conduit) Starseer Head of camp
Quelionxi - (Quetzl's hand) Starseer's warden.
Zuztle - Healer/Elder Talock - Saurus commander
- NPC's with the caravan to Tlaxtlan -
Ahuatli (beast)
Uykar - Head beast handler, Skink chief.
Omeotl - Head scout
- Player characters -
Tezka - Lizerd's Oldblood
Texcoco - Tezka's young carnosaur
Xolek-Zi - Suds skink oracle
Xiuhcoatl - Xolek-zi's wild salamander
Xlauax - Deathbringer's chameleon skink
Xahanol - Sevesh's skink beast handler
Quas - bOdziO's kroxigor
Tik - Kithmali's priest (Metal)
- Previous/Retired characters??? -
Kuoteq-ecko - Khemrian Slann's priest (Heavens)
Hakal - PP's Kroxigor
-- Discord --
If you're interested in joining, it would be highly recommended to join the Lustria Online discord inorder to use the Rp channel and roll channel's where we conduct decisions and organise what people are thinking about doing. Not only that, but its a great place to chill and share your models
Link: https://discord.gg/MwncBbCBzT
Last edited: