Possible T'skrang adaptation, for about 3 schticks (only gives 2, but a lot of choices) * Pick one Tail schtick (prehensile, striker, whatever--there must be a good list of these somewhere) * Pick one schtick for other lizardly effects (Armor, Wallwalker, Chameleon, Amphibian, some kind of speed schtick, whatever--justify to GM and it will probably be apparent on a Tskrang Physiology or other appropriate roll.) * Pick one stat to decrease by 1 and one substat to increase by 2, or vica versa. * The pulp limitation Dramatic, or something similar. One might be able to get more "lizard schticks" by taking "lizard limitations" like being cold-blooded, or requiring a very moist environment/not infrequent submersion so somthing. --zebediah There's some stuff at HFFS worth looking at, including the schtick "Legs": T'Skrang can all swim at full Move, but need the Legs schtick to walk instead of slithering slowly. So Legs/Amhibious, Tail, no stat changes (do it with your archetype), and you must pick two more schticks indicating lizardliness, for a net of 4. --bts