Skink Careers
Skink Careers
I have received a request for Saurus PCs and Weapon Skill 2d10+25
so have made rules for both them and Ballistic Skill 1d10
Kroxigors. However these should be used with
Strength 2d10+35
care (to make PCs, as a GM-tool to make Li-
zardmen NPCs they are easy enough to use Toughness 2d10+35
well). To quote the Lustria book; Initiative 2d10+5
”In comparison to other Character spe- Agility 2d10+10
cies, Lizardmen are generally emot- Dexterity 2d10+10
ionally blank, driven toward a predes- Intelligence 2d10+15
tined role, and subservient to their Willpower 2d10+40
Slann masters. Therefore we do not Fellowship 2d10+10
think they make promising material for Wounds (2 × TB)+WPB+SB
Player Characters. However, given that Fate 0
Skinks possess a degree of wit, initia- Resilience 1
tive, and curiosity about the world, the Extra Points 2
opportunity to play one is outlined.” Movement 4
-Cubicle 7
Skills: Melee (Brawling), Melee (Basic), Cool,
Still, the roleplaying limits being harsh does not
Language (Battle)
mean there is no interest in playing them and
for a pure lizardmen party it could be fun to in- Talents: Ambidextrous, Battle Rage, Combat
clude all types of Lizardmen.Moreover, who am Aware, Coolheaded, Drilled, Iron Jaw, Te-
I, or even C7, to tell a player group they should- nacious Warrior Born
n’t use Sauruses and Kroxigors. Some players Creature Traits: Armour 3, Bite +SB+1, Cold-
love to work with strict roleplaying challenges, blooded, Night Vision, Tail Attack +SB+3
some love Sauri enough to feel they are worth it
and some may just want to try it. Discuss the Generate a Career
difficulties with such characters with your GM Careers are alien to Sauri; they are spawned
before using them but if both are ’Game’ then with a particular role assigned to them and may
you may do so. not deviate during their lifetime. They may not
The same problems that exist for Skink PCs change Career, no matter how experienced
also exist for Saurus and Kroxigor PCs so it is they become.
highly recommended the chapter for Skink PCs
is read in its entirety before starting making a
Lizardmen character of any variety.
Starting Skills, Talents, and Creature Traits
You may choose 2 Skills in which to gain 5 Ad-
vances each, and 2 Skills to gain 3 Advances
each. You may select 2 Talents from the cho-
ices listed. You begin with all the listed Creature
Saurus Career Table
D100-roll Career Role in Lizardmen Society
01-05 Rat Catcher With the rise of the skaven and their assaults on the Great Plan a new type of
Sentinel was needed. Thankfully the plans of the Old Ones delivered such co-
horts. Saurus that stalk the caverns looking for the ratmen and their verminous
servants to slay without mercy.
06-10 Watchman Rarely do Lizardmen break the divine laws of the Great Plan but so great is the
need of the plan that large cohorts stand devoted to see that all follow it still.
11-15 Duellist Amongst Lizardmen the need for duels is low, matters are solved in accordance
to the will of the Old Ones as interpreted by Slann or Skinks. But there is still
value in specialized warriors to deal with enemy commanders and many foes of
the Lizardmen do accept challenges, a weakness a Saurus can exploit.
16-20 Hunter Most Lizardmen hunters are skinks but Sauri aid them in the hunts too. Some
prey is too much for skinks alone and the need for meat to feed all the soldiers
of the Old Ones require Saurus aid toacquire enough. Of course, in times of war
these hunters step onto the field of battle instead and hunt their foes for meat.
21-25 Artefact Hunter Work to reclaim the artefacts of the Old Ones is a duty taken serious and carried
out with no mercy.
(New Career in this
Book)
26-30 Bounty Hunter Some Saurus are given the mission to seek out sacrifices and bring in warm for
the rites of the Skink Priests. Sometimes these foes to bring in are quite specific
and needed for stranger reasons still.
31-35 Witch Hunter The need to deal with chaos and the sorcery it brings is a constant so it is little
surprise whole cohorts appear specialized in facing these foes. While Sauri
“witch hunters” are not seekers of the corrupted in the way human witch hunt-
ers are their work in dispatching them is no less effective.
36-40 Wrecker Most river and seatravel is carried out by skinks and Kroxigor but the threats of
the lizardmen travel by river too and defence of the waterways is needed. Some
spawnings are tasked with guarding the waters of Lustria.
41-60 Guard Guard cadres are amongst the most common cadres of Sauri, each temple city is
filled with ranks upon ranks of guards.
61-65 Knight Cold One Riders are the shock cavalry of the Lizardmen. Deadly warriors taking
the role like knights on the field of battle even if beyond that they do not see
themselves as finer than other Sauri warriors.
66-70 Siege Specialist (Up in Siege Warfare is needed by the lizardmen as well so it is only natural that there
Arms) are cadres for that purpose.
71-90 Soldier All Sauri are warriors of some type and naturally a large amount of these are the
front-line fighters of the lizardmen.
91-00 Temple Guard Finest of the warriors of the Lizardmen are the temple guard, tasked defenders
of the Slann and their sacred chambers.
(New Career in this
Book)
Are you Marked? they take.
Saurus may be marked by an Old One. This Status and Trappings
provides additional Traits, Talents, and Charac- Status and Trappings work the same as for
teristics as explained on page 135 of the Lustria skinks. As does armour, Sauri may not dislike
rulebook. However, being marked in such a the use of armour in the way that skink do but
way also comes at a cost, in that the two extra the sheer mass required to make it fit above
points the Saurus would otherwise be able to their hard scales means it still doubles its ENC.
invest into Fate or Resilience must be given up
in order to attain the mark.
Skill Substitution
Whilst Sauri are intelligent, they are very single-
minded in this intelligence.
Certain skills available to Humans, Elves,
Dwarfs, and Halflings make little sense to the
Sauri. When generating a career, replace any
listed skills as described.
However, all Sauri possess instinct for battle. A
Saurus may add Melee (Brawling) or Melee
(Basic) to the First Tier Skill list of any Career
Saurus Skills
Animal Care, Animal Training, Sauruses may take these skills during the course of their careers, but they may only use them in regard
Charm Animal to cold-blooded animals. Replace Animal Training (Dog) with Animal Training (Hyenadon) if it appears.
Consume Alcohol Social drinking is limited to mezcal, the Skinks’ mild, fermented cactus-juice. However while Skinks thus
struggle with other drinks Saurus physique is sturdier and they suffer no penalty like the skinks do.
Language Most languages have no meaning to Lizardmen, and should be ignored. Where a Saurus has the op-
portunity to learn Language (Classical), this refers to Language (Old One), their ability to parse Old One
plaques. When a Saurus has the option to learn Language (Any), treat it as Language (Battle Tongue)
instead.
Lore Lores can be learnt as normal by Saurus but they are applied slightly different. They can only be tested
for matters regarding war. In matters of war they offer the same benefits as the lore normally does, in
other matters the Saurus counts as lacking the lore.
Ranged Treat all Ranged skills other than Ranged (Artefacts of the Old Ones) as Ranged (Throwing).
Ride (Horse) or Ride (Any) Ride (Cold One) — only those marked by Itzl may take this Skill. A character marked by Itzl adds Ride
(Cold One) to the fourth tier of any career lacking it. It adds Ride (Carnosaur) to the fourth rank of any
career that has Ride (Cold One).
Secret Signs Secret Signs (Hunter) refers to patterns in knotted rope or creeper that are peculiar to Lizardmen.
Trade and Art Sauri does not concern themselves with this, ignore the skill in any career getting it.
Charm, Gossip, Lea- Some belive that one can not have a conversation with a Saurus and this seems true at first
dership, Bribery, Haggle glance but really their language allows advanced speak, as long as it is on the matters of war.
The language has hundreds of words for flanking manouvres but lacks words for basics of civil-
lian life. Any tests of these skills in matters that are not of war suffer a –40 penalty.
Language (Magick) A Saurus can learn to understand the Language of Magick and indeed many Old Bloods have
done so, hearing on a casting what spell is being shaped. Their physiology does not allow
vocalization of it however. A Saurus learnt the language understands but can´t speak it.
Kroxigor PCs Are you Marked?
Kroxigors may be even more limiting than other No. You are not marked, you are a Kroxigor.
Lizardmen in their roleplaying. They are Skill Substitution
between beasts and sentient species. Still they
Like other Lizardmen skills are different for
know a kinship to other lizardmen and will work
Kroxigor but since they are all of one career
together with them.
there is no need to list which skills are not avai-
Starting Skills, Talents, and Creature Traits lable.
You gain no starting skill choices but instead Status
get 45 points to spend on skill advances from
Your status is that of a Kroxigor, a labour beast
your career (rather than the normal 40 points).
of the lizardmen. You may be appreciated by
You may select 1 Talent from the choices listed.
them and gain some renown but you will still not
You begin with all the listed Creature Traits.
be of high status.
KROXIGOR CHARACTERISTICS
Trappings
Weapon Skill 2d10+20
Trappings work the same as for other Lizard-
Ballistic Skill 1d10 men. As does armour, Kroxigor may not dislike
Strength 2d10+35 or even understand the use of armour in the
way that skink do but the sheer mass required
Toughness 2d10+35
to make it fit above their hard scales means it
Initiative 2d10+5 still doubles its ENC.
Agility 2d10+10
Dexterity 2d10+10
Intelligence 2d10+10
Willpower 2d10+20
Fellowship 2d10+5
Wounds ((2 × TB)+WPB+SB)x2
Fate 0
Resilience 1
Extra Points 2
Movement 6
Talents: Strong Back, Strong Swimmer, Hardy
Creature Traits: Amphibious, Armour 4, Bite
+SB+1, Coldblooded, Night Vision, Size
(Large), Stupid, Tail Attack +SB+3
Generate a Career
Careers are alien to Kroxigors. All Kroxigors are
the ”Career” Kroxigor. They may not change
Career, no matter how experienced they
become.
Academic Career
Trappings: -
Sacred Plaque-Librarian
Skills: Lore (Astronomy), Lore (Law), Ranged (Artefacts of the Old Ones),
Augury
Detect Artefact but no Second Sight
Talents: Speedreader, Sharp, Tower of Memories, Savant (Old Ones) Yes this career allows a skink to get Detect Arte-
Trappings: - fact but not the sight. This is not a mistake. The
High-Administrator of Plaques most experienced of these archives can examine
Skills: Melee (Artefacts of the Old Ones), Leadership artefacts so well through knowledge that they
Talents: Detect Artefact, Savant (Astronomy), Well-prepared, Strong can see if they are magic or not, not by any ma-
Back
gical sense but purely by knowledge.
Trappings: -
Skink Priest ion for centuries at a time. The same cannot be said for
Skinks, for they are impatient beings. Like the Slann, Skink
Skink Priests study the ancient writings, though they apply much
less of the studious methodology that their venerated leaders
On occasion, a Skink spawning will not produce an entire use. Skink Priests often see it as acceptable to take a more
cohort from the pools of life, as is the norm, but instead only a proactive role in ensuring that the prophecies of the sacred
single Skink will issue forth. These individuals are marked by plaques come true. The Slann, should they notice such activi-
the Old Ones and destined to lead, or otherwise achieve gre- ties, find such impulses to be reckless and attempt to censor
atness amongst their kind.[1a] their Skink Priests, putting a temporary halt to such practices
as live sacrifices, the undue veneration of active volcanoes,
Skink Priests are the only ones capable of interpreting and
and any number of new ritual blessings designed by the
executing the will of their Slann masters. This is rarely
Skink Priests to attract the Old Ones’ attentions..
straightforward, as entranced Slann do little more than
mumble, yet each utterance, even the most incoherent whis- In the Lizardmen chain of command, Skink Priests direct their
per, might have vast consequences — for of all living creatu- orders to Skink Chiefs. These are Skinks who have been
res, the Slann are the most powerful of mages, and they marked for greatness. W hile the Priests attend to
alone worked under orders from the Old Ones. As it is strictly prophecies,it is left to the Skink Chiefs to execute orders.
forbidden to disturb an entranced Slann in any but the direst
of times, it is left to a Skink Priest to make many daily decis- New Talent:
ions for the whole of Lizardmen society. On behalf of their
Arcane Vassal
masters, it is their role to ensure that the Great Plan comes to
fruition. Max: WpB
Slann are slow to react and may contemplate a single decis- Tests: Channeling while within 100 yards of a
Slann
WS BS S T I Agi Dex Int Wp Fel
Skinks can telepathically be linked to Slann when the Slann
so wish. For many this takes a heavy toll on the skinks minds
but this can be trained up to better handle it through experi-
ence and meditation techniques. When a Slann uses Te-
Career Path lepathy to cast a spell through you it adds SLs equal to your
ranks in this talent to the casting.
Ritualist-Acolyte
Skills: Language (Magick), Channeling (Any), Lore (Old Ones), Cool, Navi-
gation, Perception, Pray, Research Arcane Lores and Marks of the Old Ones
Talents: Petty Magic, Second Sight, Read/Write, Coolheaded Most Skink Priests are limited to the lores of Be-
Trappings: Ritual tools asts, Life or Heavens. However those marked by
Skink Priest the Old Ones are limited to one representing
Skills: Charm Animal, Augury, Evaluate, Leadership, Lore (Astrology), their Old One as per the below list:
Language (Old Ones)
Talents: Arcane Magic (Beasts, Life or Heavens), Arcane Vassal, Aethyric Chotec: Must use the Lore of Fire
Attunement, Detect Artefact
Huanchi: Must use the Lore of Shadow
Trappings: Staff or Dagger, Icons of the Old Ones
Grand-Priest of the Old Ones Itzl: Must use the Lore of Beasts
Skills: Heal, Intimidate, Lore (Magic), Intuition Quetzl: Must use the Lore of Death
Talents: Instinctive Diction, Magical Sense, Orientation, Pure Soul, Sixth
Sense Sotek: Must use the Lore of Beasts
Trappings: Artefact of the Old Ones Tepok: Must use the Lore of Light
Prophet of the Old Ones
Tlazcotl: Must use the Lore of Metal
Skills: Charm, Lore (Any)
Talents: Impassioned Zeal, Resistance (Chaos), Savant (Old Ones), Savvy Tzunki: Must use the Lore of Heavens
Trappings: Plaque of the Old Ones Mark of the Old Ones: Must use the Lore of
Heavens
New Talent:
The knowledge and skill required to forge portal gates
from super-heated star-metal is granted only to the Star-alloy work
worthy few. This metal is rare and the skinks spawned
to work it few. Max: IntB
Naturally those that master star-metals also master Tests: Trade tests involving high-quality metal
other metals and alloys, learning to work with lesser You work not only in normal metals but in the alloys first for-
metals before working the greater ones. Learning to med by the Old Ones themselves and you modify them on
walk before they can run as one may put it. levels others can not bridging the mystical and mundane.
Metal items you make with a success of 10 or more SLs may
Then as they advance in their learning more and more chose one of the following options to have;
of the secrets of metal are revealed to them until they
can shape alloys beyond the comprehension of others • Unbreakable quality
as their minds become more and more honed onto
• Magical: The item is magical meaning it makes magic
metallurgy until their minds seem alien even to their attacks if a weapon and counts as magical in all
own kind. respects regardless.
Career Path
Metal-Tender
Star-Metallurgist
Metallurgist-Seer
Grand Metal-Gazer
Temple Architect In theory the Temple Architect but designs and chiefs
Skink lead the constructions, making sure all is carried out as
it should. In practice Temple Architects often get in-
volved themselves in these parts. Nervous that the
Temple Architects are skinks spawned to interpret the work will be misinterpreted and trying to micromanage
designs of the Old Ones temple-cities and understand where they should not.
how to translate their designs to constructions that
skinks and Kroxigors can carry out.
The designs of the Old Ones are often more advanced
than the lizardmen can carry out and so simplifications
are usually made in the designs to make them possi-
ble. Naturally the Temple Architects argue amongst
themselves on which such simplifications are well
made and which are faulty.
Worse even than plans being hard to interpret are
plans missing where the Temple Architects must try to
fill in the blanks to the best of their abilities.
Career Path
Building Interpreter
Temple Architect
Skills: Art (Any), Intuition, Lore (Old Ones), Lore (Geology), Navigation,
Set Trap
Temple Planmaster
Skink Chief Skink Chiefs are more agressive and less Skittish than
Skink, Chameleon Skink other of their kin, spawned for leadership they hold
more of a calm in the face of fear and aggression in the
face of difficult decisions driving them to act rather than
In the Lizardmen chain of command, Skink Priests di- debate the plan. A perfect position for their position in
rect their orders to Skink Chiefs. These are Skinks who society, the priests debate the plan and give on the
have been marked for greatness. While the Priests at- orders, the chiefs enact those plans and step up when
tend to prophecies, it is left to the Skink Chiefs to exe- no orders exist.
cute orders. It is they who typically oversee patrols,
The most trusted chiefs are given the right to wield ar-
major construction projects and the messenger system.
tefacts of the Old Ones, ancient weapons of immense
They are aggressive by Skink standards, sometimes
power.
riding to battle atop Terradons. It is not their role to sac-
rifice themselves in battle, but rather to spy out intrud-
ers, alert the Saurus and then guide them towards the
foe. It is they who interpret the complicated instructions
— often passed from Slann Mage-Priest to Skink Priest
and finally to themselves. Then, in turn, it is they who
give orders to the Saurus and the cold-blooded behe-
moths that make up the bulk of the Lizardmen armies.
Career Path
Skink Steward
Skink Chief
Sacred Chief
Ancient Chieftain
Skills: Melee (Artefacts of the Old Ones), Ranged (Artefacts of the Old
Ones)
Auger Assistant
Career Path
Max: IntB
Chamber Sweeper
Tests: Augery while near a Slann
Skills: Animal Care, , Athletics, Entertain (Any), Heal, Intuition, Per-
ception, Pray, Trade (Cook) You are trained to attend to a Slanns need in their divina-
tions. To aid in their Augery.A Slann you aid can make an
Talents: Acute Sense (Taste), Beneath Notice, Lightning Reflexes, Pure additional Augery test each day.
Soul
Career Path
Hatchery-hand
Kroxigor
Kroxigor
Career Path
Kroxigor Young
Kroxigor
Kroxigor Oldtimer
Kroxigor Ancient
Lustrian Horticulturist
Skink, Amazon
Career Path
Forager –Brass 2
Grand Plant-Gazer Horticulturist –Silver 2 This method works as other and requires the
Skills: Auger, Language (Magick) presence of plantlife.
Talents: Petty Magic, Savant (Horticulture), Strong Legs, Strong Swimmer
Career Path
Treasureseeker –Brass 3
Terradon Rider
Tests: Ride
Skills: Dodge, Language (Battle Tongue), Ranged (Sling), Ranged You and your mount are as one. Working together in perfect
(Throwing), Ranged (Blowpipe) , Ride (Terradon) harmony. You may use your resolve to remove conditions
from your mount. You may use Fortune to let your mount re-
Talents: Acute Sense (Sight), Hunter´s Eye, Orientation, Roughrider roll. When you use a Fortune to change your order in the
Trappings: Terradon initiative you may also change the order in the initiative of
your mount.
Sky Leader
Fire on the Fly
Skills: Cool, Leadership, Lore (Lustria), Melee (Cavalry)
Trappings: Terradon
Spawning Pool Cleaner closer to the central pyramid, are more likely to
Skink gestate specialist Skink castes and their Kroxigor
bodyguards.
A clean pool, free from contamination, is neces-
The Spawning pools of the Sauri, sometimes
sary for a successful spawning and while these
called lagoons rather than pools, are found under-
pools have systems to keep them pure and fine all
ground where temperatures are colder and easier
systems, even those of the Old Ones, can fail and
to control.
thus cadres of skinks tend to the Spawning pools
keeping them clean and perfect for future spawn- In their work to guard these spawning pools the
ings. This includes both cleaning them of unsuita- skinks learn to fight under water, using teeth and
ble contamination and guarding them against in- claws to their best ability.
truders, be they warm-bloods or blot-toads.
There are many types of spawning pools. Spawn-
ing ponds are used for lower ranking Skink castes
- the ponds themselves are small bodies of water,
although many in number. The hunter-caste
spawning pools hold thousands of eggs that
quickly gestate new Skinks, with a subtle tempera-
ture rise, at a Slann's command. Elevated pools,
WS BS S T I Agi Dex Int Wp Fel
Career Path
Water-tester
Skills: Dodge, Evaluate, Heal, Row, Secret Signs (Lizardmen), Set Trap
Trappings: Bucket
Spawning Sentinel
Trappings: Assistant
World-Pond Voyager
Skink
Career Path
World-Pond Traveller
World-Pond Voyager
World-Pond Explorer
Master of Voyages
Ripperdactyl Rider
Trappings: Ripperdactyl
Ripperdactyl Veteran
Trappings: Ripperdactyl
Ripperdactyl Brave
Talents: Furious Assault, Hatred (Any), Stout Hearted, Strike Mighty Blow
Trappings: Ripperdactyl
Career Path
Minor Warder
Warder
New Skill: Ranged (Boiling Oil)
Skills: Dodge, Intuition, Lore (Magic), Perform (Rope Walking), Play
(Drum), Ranged (Boiling Oil)
The method to pour boiling oil onto besigers is a
Talents: Deadeye Shot, Distract, Pure Soul, Trapper
true and tested method of defense with several
Trappings: Various tools for siegecraft
variations in the warhammer world such as
Grand Warder
boiling blood blessed by Khaine used by Dark
Skills: Cool, Pick Lock, Trade (Stonecutter), Trade (Any)
Elves, pox-mixes used by Nurgle warriors and
Talents: Scale Sheer Surface, Sixth Sense, Strong-Minded, Well-prepared
alchemical fire utilized by dwarfs. This ranged
Trappings: Warder marks skill is for utilizing this siege-defence. It is a basic
Master of Wards skill much like throwing and crossbow but unlike
Skills: Evaluate, Leadership those it actually allows the user to benefit from
Talents: Magic Resistance, Master Tradesman (Any), Savant (Siegecraft), the qualities even if untrained. Training in it still
Strider (Traps)
increases your chance to hit as normal.
Trappings: Several traps and sentinels