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UltraQuest: Gold, Ruhm! und Ehre! – Lizardman Character Expansion / Echsen Abenteurer Erweiterung thumbnail

UltraQuest: Gold, Ruhm! und Ehre! – Lizardman Character Expansion / Echsen Abenteurer Erweiterung

Expansion for UltraQuest: Gold, Ruhm! und Ehre!

UltraQuest: Gold, Ruhm! und Ehre! – Lizardman Character Expansion / Echsen Abenteurer Erweiterung Rulebook

Table of Contents

Table of Contents

  • Lizardman Rules
  • Character Sheet

Lizardman Rules

Lizardmen receive +1 to their AR because of their scaly, resistant skin. However, they cannot wear plate armor, as it would make them too inflexible.

At the start of the game, lizardmen are native to Wasteland, Jungle or Swamp (choose one and enter it under Native). Lizardmen can never be native to the mountains, because it is too cold for them there.

Lizardmen can learn only 3 skills, because they are not the brightest. In return they are true survival artists, and they have 6 slots available for Survival.

When the group finds gemstones, the lizardman always takes them into its possession. Lizardmen do not take that lightly!

Riding animals do not like lizardmen, so lizardmen cannot have riding animals.

Lizardmen are not welcome in any city either. They may enter all settlements, but if any race suffers disadvantages there, the lizardmen are affected too. Furthermore, they only get a sleeping place in Gomoa, and therefore they can carry out a special action nowhere except there.

Lizardmen are sensitive to cold attacks and receive −1 against a cold attack. In return, they are resistant to heat and fire: for every instance of fire damage they make a saving roll, and a result of 1 or 2 on a d6 protects them.

Character Sheet

The Lizardman character sheet has the following printed entries:

  • Name and Profession (Beruf) lines.
  • NK (ME), FK (RA) and RW (AR) boxes. The RW box is annotated "RW +1 / no PR", meaning AR +1 and no plate armor (PR = Plattenrüstung).
  • Skills (Fertigkeiten) with three lines, numbered 1 to 3.
  • Native (heimisch): "Öd, Ur. o. Mo" (Ödland, Urwald or Moor), with two printed slots marked "/4" and "/5".
  • A note that "Lizardmen are never native to the mountains" (Echsen sind in den Bergen nie heimisch), with three printed slots marked "/6".
  • Attributes: Movement (Bewegung) has two filled dots and rings 1, 2 and 3. Strength (Stärke) has two filled dots and rings 1, 3 and 6. Dexterity (Geschick) has two filled dots and rings 3 and 6. Intelligence (Intelligenz) has one filled dot and rings 2 and 4. Each ring shows the Fame! cost of raising the attribute.
  • Equipment at hand (griffbereite Ausrüstung): lines 1 to 6.
  • Gem sack (Edelsteinsack): the sheet's gem line, marked "7/8".
  • Printed notes at the foot of the sheet:
    • When the group finds gemstones, the lizardman takes them.
    • Lizardmen cannot have riding animals.
    • Lizardmen can perform a special action only in Gomoa.
    • "9–10: note equipment in the backpack on the reverse side" (Ausrüstung im Rucksack auf der Rückseite notieren).