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SWFC Earthshaker

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80 views13 pages

SWFC Earthshaker

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FANTASY COMPANION

EARTHSHAKER
Page left blank for easier double-side printing
EARTHSHAKER

EARTHSHAKER
Written and developed by Brian Reeves

Cover Art by Ani Ghosh. Interior Art by Allen Geneta, Alida Saxon, Sergio Villa.
Graphic Design by Karl Keesler, Simon Lucas, & Thomas Shook

An adventure for three to five adventurers of Seasoned Rank.


Savage Worlds and the Savage Worlds Fantasy Companion are required to
play.
Make your own characters or use the Fantasy Companion Archetypes,
available in print or at Pinnacle’s website.

WWW.PEGINC.COM

Savage Worlds, artwork, logos, and the Pinnacle logo are © 2022 Pinnacle Entertainment Group. Savage Worlds,
all associated characters, logos, and artwork are Copyrights of Pinnacle Entertainment Group. All other
trademarks and registered trademarks herein are the property of their respective owners.

1
EARTHSHAKER

They say “Revenge is a dish best served chased away the goblins dwelling within
cold,” but sometimes proper vengeance and claimed the caves as their own.
requires something a little less subtle. And Then a few weeks ago many of the ratlings
if you have to wreak a little bit of chaos and fell sick. Mullan, the ratling’s “king,”
destruction to get it done? Even better. suspected foul play. With the help of his
This tale is set in an average “traditional wyrd, Irra, he determined the subterranean
fantasy” world of castles, magic, and stream that served as the nest’s sole source
plentiful monsters, and is designed for 3-5 of water had been poisoned.
Seasoned characters. It can occur in nearly This was the last insult. Instead of fleeing
any region or environment on the outskirts for a new hideout, Mullan decided to take
of a large civilization—simply swap any the fight to the humans. He instructed Irra
location or NPC names with suitable ones to build a weapon capable of defeating even
from your setting. Similarly, the ratlings the strongest armored soldier.
and goblins may be easily substituted with She created Earthshaker, a compact stone
other factions as necessary. keep that rolled on massive wheels. Lined
The heroes should have mounts, or some with spikes and blades, Earthshaker could
other way to chase the juggernaut. tear asunder anything that got in its way,
Game Masters should be aware that including trees, houses, and even stone
the juggernaut poses a very lethal threat walls. The remaining ratlings could hide
to heroes of any rank if they have the inside the behemoth and deploy for battle
misfortune of falling under its treads! when necessary. With this, Mullan could
make the humans pay for their cruelty.
What Mullan didn’t know is that—this
BACKGROUND time, at least—humans weren’t the cause of
A year ago, a ratling community was the suffering. The goblins who once lived
discovered beneath the town of Ludford. A in the caves spent several months scheming
campaign of harrassment by townsfolk and a way to reclaim their former home, settling
hired adventurers whittled their numbers, at last on poisoning the stream. While the
but they didn’t flee until the baron ordered ratlings are battling the wrong enemy, the
them exterminated. The surviving ratlings goblins have swept back in with force!
discovered a nearby cave system which
would make a perfect lair. They

2
EARTHSHAKER

ever ywhere. Many of them were


THE REVENGE commoners who lived and worked in
Ludford, but among them are a couple
MACHINE dozen soldiers in crumpled, battered
armor. The victims have been crushed
into the ground as though beneath a
The most effective way to begin this
giant heel. But instead of footprints,
adventure is by thrusting the heroes right
wide muddy ruts crisscross the ground.
into the action. They are traveling toward
another destination—perhaps to a nearby You hear a cry from nearby. Partially
city or town, or even a distant dangerous buried beneath a collapsed house is a
dungeon—when the adventure comes to young man wearing a nobleman’s coat
them... under an ill-fitting chainmail hauberk.
He calls out, “Please! Help me before it
According to your map, the column of returns!”
smoke up ahead should be Ludford,
a sleepy little market town nestled The man is Baron Earic Rosevear, who
in the rolling hills and farms a few oversees this area as his fiefdom. He is
day’s ride from the capital. You were Incapacitated from his injuries and is going
looking forward to the chance to rest to die in a few minutes unless rendered
your horses and restock before heading aid—magical or otherwise.
onward. But even from here you can tell Upon hearing reports that something
something is terribly wrong. was attacking a nearby village, the baron
The entire town has been demolished, gathered a force of 20 soldiers and rode
reduced to f lattened r ubble and out, spotting the monstrosity demolishing
kindling, some of it still smoking from Ludford. Just as the reports said, it
spot fires. Scores of bodies lie scattered looked like “a great rolling tower.”
3
EARTHSHAKER

They tried to stop it, but it scattered them gouts of flame shoot out of weird pipes
like toys. on the sides. The thing looks like it was
As long as the party are noble, they might made for death and destruction, and
not need any reward—saving the lives it’s headed straight for a village!
of untold innocents should be reward Depending on the flavor of fantasy, Game
enough—but Rosevear offers 300 gold Masters may wish to call for Fear checks
pieces (or a reasonable amount based on the upon seeing Earthshaker.
setting) to each character who can find out
what manner of nightmare is destroying DEATH RACE
innocent towns and put a stop to it. Catching Earthshaker before it reaches
If fully healed, Baron Rosevear can join Caelkirk is best done as a Chase (see Savage
the group as an allied Wild Card. Worlds). The Range Increment for this chase
As for Ludford, almost everyone is either is 10. Earthshaker begins with a solid lead of
dead or escaped. Looking through the three Chase cards, or 30” (60 yards).
rubble with a Notice roll uncovers five Since Earthshaker is a vehicle, Irra uses
injured survivors trapped beneath rubble. Driving for her maneuvering skill rolls.
A Strength (–4) roll makes it possible to pull Treat Earthshaker and all the ratlings on
them out. Each one also needs healing and board as one group for purposes of drawing
isn’t in any condition to fight, but Baron Chase and Initiative cards. The heroes
Rosevear can at least lead them away use Athletics if on foot, or Riding if
from here. mounted or operating a coach or
D BARON ROSEVEAR: See page 9. wagon. At top speed, the juggernaut
is faster than horses so it gains +1
ROLLING THUNDER Speed Bonus when taking the
Following such a huge opponent Change Position maneuver.
is effortless. Its huge tracks Ratlings on the juggernaut’s
tear up the earth in looping, roof (1 for every 2 heroes)
zig-zagging patterns, as the attack from range, and gain
ratlings roam in search of Medium Cover from
another town to crush. the battlements. In the
This also makes it possible second round, they
for the heroes to catch up are joined by a ratling
to Earthshaker in good gunner.
time. Unfortunately, it If Earthshaker wi ns
has finally caught sight of the Chase, it arrives
another village—Caelkirk! at Caelkirk before the
heroes and begins smashing
You travel for a while,
buildings. The heroes
following the conspicuous
must contend with the
path left by... whatever this
juggernaut amid the
thing is. After just a couple
debris and chaos. But
of hours you feel an odd tremor
if the heroes win the
in the ground. Moments later,
Chase, they intercept
you catch sight of a most
the juggernaut before
astonishing object. Just
it reaches Caelkirk.
as the baron described, it
Irra gives up on the
looks like a stout stone
village—for now—to deal
tower roughly 30 feet tall
with these pesky heroes.
trundling on two massive spiked
rollers. It is bristling with
spikes and blades, and
4
EARTHSHAKER

GETTING INSIDE rather than Strength for this action.


The juggernaut has two access points, Enemies pushed over the side may make
and neither are easy to reach. The first is an Athletics roll to avoid falling back down.
a hidden escape hatch (Notice –2) in the As long as it is moving, the battlements—
center of its underbelly, built as a last resort and everywhere else on the juggernaut—is
in case Earthshaker is toppled, disabled, treated as an Unstable Platform.
or being overwhelmed by attackers „ EARTHSHAKER: See below.
from above. It isn’t easy to reach—the „ RATLING WARRIOR (1 per Hero): See page
juggernaut’s undercarriage rises only three
11.
feet off the ground—but thankfully the
hatch isn’t locked. „ RATLING GUNNER (1): See 10.
The hatch leads into a crawlspace filled
with rotating gears, weird pipes, pumping EARTHSHAKER
pistons, and all other manner of weird Created by Irra, the ratling wyrd, this
science gadgetry that helps propel this juggernaut is a rolling fortress powered
thing. Passing through requires an by a weird science engine. Its wheels are
Athletics (–2) roll, dealing 2d6 damage on a massive wooden rollers (Hardness 16)
Critical Failure. An access panel leads from covered in spikes while its walls are stone
here into a storage room inside Earthshaker. blocks (Hardness 20). At full speed it travels
The other access point is on the roof. A 20 MPH (30”) but it must come to a stop to
character on the ground can attempt to turn. Each 45° of rotation costs 2” of Pace.
climb the juggernaut’s flanks, but first must Irra is the sole driver. She steers the
get past the blades and crushing wheels. massive juggernaut using a series of gyros,
Climbing onto the juggernaut uses the gears, and wheels from her central control
Giant Foes Setting Rule from the Savage room. Four viewing tubes using mirrors
Worlds Fantasy Companion. Since Earthshaker and lenses give her a 360° perspective, albeit
is much larger than the heroes, they may with limited field of vision
attempt to climb onto it with an opposed (–2 to rolls requiring
Athletics roll against Irra’s Driving (she sight). The external ends
suffers –2 to this roll due to poor line of of these tubes can be
sight, or –6 if she cannot see at all). If the spotted with a
hero wins, he has a handhold and moves Notice roll.
along with Earthshaker on its turn. If he fails Targeting
the Athletics roll he slips off, taking 2d6 them
damage from Earthshaker’s many spikes
and blades (this may be Evaded).
Once a hero has successfully hitched a ride
on the juggernaut, climbing up requires
another Athletics roll. On a failure, the
climber must attempt the roll again next
round, but on a failure she falls off, taking
2d6 falling damage and 2d6 damage from
Earthshaker’s blades (this may be Evaded)!
Characters who reach the battlements
at the top face several ratling warriors
who fiercely guard the access hatch. The
wily fighters attempt to push strong or
heavily-armed opponents back over the
battlements rather than engaging with
deadly foes. They use their Athletics

5
EARTHSHAKER

requires a Called Shot (–4). Each lens has and other rooms that support the ratling
4 Toughness. Attacks that use light instead warriors. Several more ratling warriors
transfer any damage directly to Irra inside, await down here and stop at nothing to
though she may close each tube if she defend their war machine. Besides being
anticipates trouble. Dim (–2), the hallways are made for
Earthshaker attacks by running over smaller creatures: Size 0 characters suffer
anything in its way. Irra makes a Driving roll –2 to all physical actions in here, while
against anyone within 1” the juggernaut’s Size 1 characters are at –4. Characters of
path. This attack may be Evaded. Failure Size 2 or larger simply cannot fit inside
results in 2d6 damage from spikes and Earthshaker. In addition, it is so noisy inside
blades, while a Critical Failure means the the juggernaut that Notice rolls based on
poor soul fell under the wheels and suffers hearing are at –2.
a whopping 8d6 damage from the spikes We encourage Game Masters not to
and the juggernaut’s crushing mass! use tabletop miniatures as the heroes
The ram on the front allows Earthshaker to maneuver inside the juggernaut’s maze of
damage structures without taking damage tunnels and hatches. Describe it as dark
itself. A flame jet is built into the ram for and cramped, with strange pipes forcing
extra oomph. them to duck at inopportune moments,
Earthshaker: Size 12 (Gargantuan), tunnels merging and converging in the
Handling −4, Top Speed 20, Toughness 20 semi-darkness, and the constant, deafening
(10), Crew 1+16, Heavy Armor, Tracked. roar of the machine’s engine threatening to
Weapons: Spikes/Blades (Damage 2d6), drive the heroes mad.
ram (Damage 3d6), flame jet (Range Cone, Of course, the ratlings are not perturbed
Damage 2d6, target may Catch Fire). by these conditions. They attack from
shadows, from sides at pinch points, or
IN THE BELLY OF from the back—always retreating if they
can to keep the heroes disoriented. The
THE BEAST characters can easily become lost in here.
Below the wooden hatch, a ladder descends The ratlings have also set a few traps
into a network of cramped, dark tunnels inside Earthshaker to foil would-be
that twist throughout Earthshaker’s interior. boarding parties. They know exactly where
These tunnels lead to crew berths, armories, the traps are located and are in no danger
of triggering one themselves, but make
sport of luring the party into them when
possible. Typical traps include acid sprays,
OFF THE electrical discharges, flame jets, projectiles,
and spikes/blades. See the Savage Worlds
WRITTEN PATH Fantasy Companion for more information.
It’s quite possible the party won’t
agree to hear Mullan out, in which FINAL SHOWDOWN
case the ratlings flee—or fight to the After several rounds of this, or if the
death if cornered. heroes dispatch the ratling warriors, they
But this isn’t the end of the adventure! reach Mullan in his makeshift war room.
Baron Earic (or another person of This is also Earthshaker’s pilothouse, where
authority, if the baron didn’t survive) Irra operates the weird science device that
beseeches the heroes to follow powers the juggernaut.
Earthshaker’s tracks back to its origin, Mullan is enraged at the barony and its
promising even greater financial people for their transgressions, but is quick
rewards if necessary. to recognize when he is defeated—and spot
a new opportunity that may come from it.
He orders any ratlings with him to stand
6
EARTHSHAKER

down and offers to call off Earthshaker


immediately if the party will hear him out. BAD BLOOD
If given this opportunity, Mullan recounts
how the ratlings came to flee Ludford and It is trivially easy to follow Earthshaker’s
their year of misery at the hands of the path back to the cave system the ratlings
nearby humans. He explains that the people called home. It lies in forested hills no
of Ludford poisoned their water supply to more than a couple of miles from Ludford.
either run the ratlings off—or kill them The juggernaut’s giant tracks lead straight
outright. Mullan doesn’t expect the heroes out of the rocky overhang where Irra
to slay the townsfolk or the baron’s forces, oversaw its construction. At the back of the
but simply wants them to see the evidence overhang is a cave entrance. There are other
for themselves. If they agree, Mullan will entrances around the hills, discoverable
leave the barony with his remaining clan with a Survival or Notice roll and thirty
for good. minutes of exploration, but this is the main
„ RATLING WARRIOR (3 per Hero): See page passageway used by the ratlings.
11 T he river passi ng Ludford goes
„ RATLING GUNNER (1): See page 10. underground here, meandering through
D MULLAN: See page 10.
the caverns before returning to the surface
far downstream. It provides a ready
D IRRA: See page 10.
water supply to the cave’s inhabitants but
also offers food in the way of fish, edible
fungus, and small animals drawn to the
water source.
Assassin’s Brew poison currently
infects the river, potentially killing
7
EARTHSHAKER

anything that drinks from it. The poison rats or other monsters if the Game Master
originates from a leaking leather bladder wishes.
wedged between rocks upstream where 3: Ratling Dwellings. The ratling tribe
the river first goes underground. Anyone dwelled in these clusters of rooms, making
following the stream in either direction small rat nests out of sticks, mud, and
can’t miss it (Notice +4). Its presence can whatever else they could find. A fire pit
also be pinpointed by someone examining provides light and heat. With the ratlings
the river water with a Survival (+2) roll, gone, goblins have ransacked these nests
as the poison is less diluted as one goes and let the fires go out. Nevertheless, a
upstream—but isn’t present in the water in careful search (Notice –2) turns up 2d4 gold
Ludford. pieces among the various huts.
The river also fills the tunnels with the 4: Workshop. The ratling wyrd lived here
constant sound of rushing water, imposing in her own nest. Nearby are tables littered
a –2 penalty on Notice or other rolls relying with bits and pieces of scavenged items
on hearing. Algae thriving in the cool damp she used for her weird science devices.
forms in slippery patches (–2 Athletics) Most of them are useless but a hero with
here and there throughout the cave. the Artificer Edge might find use for them.
When Mullan and Irra departed with Among the debris there might be one or
their strongest ratling warriors, they left two more valuable items Chul left behind.
behind only a token force to defend the 5: The Grotto. At the center of the cave
dozen children and elders. Those warriors complex is a tall natural chamber. A small
clashed with the raiding goblins and hole at the top of the chamber, some 40
lost. Now their bodies lie in the entrance feet off the floor, lets Dim light filter in
passageway where they fell. A Healing during the day. The river rushes through
roll reveals they were slain by daggers or the middle of the chamber. It is deep, swift,
knives, and a raise also turns up evidence and very cold here. The only way across is
of poison. Identifying the poison is a a series of mossy, slippery stepping stones
separate Healing or Survival roll. A success (Athletics –2).
pinpoints it as Goblin Poison, a Disabling On one side of the chamber is a large
(Agility) poison the crafty creatures often natural pit containing a slime which
apply to weapons. happily ate any refuse the ratlings dumped
down the hole. Currently, the goblins have
CAVE LOCATIONS the remaining ratlings (the elderly and
1: Overhang. The steep rocky hillside is injured) in a cage over this pit, holding
cut back into a deep overhang. The ratlings them captive to use as bargaining chips if
hauled away mounds of rubble left over the ratlings return—and entertainment in
by the collapse which created this cavity, the meantime!
leaving a relatively flat surface. Scores of Just as Mullan did in the previous scene,
ratling tracks encircle a stone and wood Chul begs for clemency if it’s clear her clan
platform used for the construction of is about to be eliminated. She recounts
Earthshaker. Anyone inspecting the area how the goblins lived in these caves for
easily locates a partially-concealed fissure many generations before the ratlings
leading back into the cave network. slaughtered them and drove them away.
2: Ratling Graveyard. Ratling funerary She wishes only for the rightful return of
rites are very simple—wrap the deceased their ancestral cave.
in cloth and toss them onto a pile with the If the heroes are at all moved by the
other dead. This room contains around two goblins’ plight, they’ll need to decide how
dozen ratling bodies in varying states of best to adjudicate the conflict between the
decomposition. The bodies are no threat, two tribes—ratlings and goblins—not to
but this room might attract giant mention establishing a rapport with the

8
EARTHSHAKER

nearby humans. Failing that, they must Powers: Bolt, blast, blind, confusion, deflection,
simply decide which faction they support entangle, havoc, protection, wall walker.
and resolve the conflict for once and for all. Power Points: 15.
D CHUL: See below. Special Abilities:
„ GOBLIN WARRIOR (5 per Hero): See below. • Infravision: Halve penalties for
Illumination when attacking warm
„ SLIME: See page 11.
targets.
• Size −1: Goblins are the size of small

CHARACTERS children.

COMMONER
& CREATURES This profile covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
D BARON ROSEVEAR Strength d6, Vigor d6
This young and inexperienced baron has Skills: Athletics d4, Common Knowledge
been thrust into a position of leadership. His d4, Fighting d4, Notice d6, Persuasion d4,
barony is poor and Earic is inexperienced Stealth d6
due to being overly coddled as a boy, so his Pace: 6; Parry: 4; Toughness: 5
soldiers lack both discipline and resources. Hindrances: —
Attributes: Agility d8, Smarts d6, Spirit d8, Edges: —
Strength d8, Vigor d6 Gear: Knife (Str+d4), club (Str+d4), or
Skills: Athletics d6, Common Knowledge improvised weapons (Str+d4).
d6, Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8, Stealth d6 GOBLIN WARRIOR
Pace: 6; Parry: 6; Toughness: 8 (3) Goblins are ugly, short humanoids with
Hindrances: Clueless, Hesitant green or gray skin. They skulk about in
Edges: Aristocrat, Command, Connections scraps of armor and are handy with a
Gear: Chain hauberk (+3), masterwork spear or bow. Each of them carries a Goblin
rapier (Str+d4, AP 1, Parry +1). Poison bladder made from a stitched-up
frog carcass.
D CHUL
The chiefess of the goblins is elderly and
half blind, but is still a talented shaman
and expert in poisons. Her familiar is a pale
cave snake named Wretch.
Attributes: Agility d4, Smarts d8, Spirit d6,
Strength d4, Vigor d4
Skills: Athletics d6, Common Knowledge
d6, Faith d8, Fighting d6, Healing d8,
Intimidation d8, Notice d6, Persuasion d8,
Stealth d8, Survival d6, Thievery d6
Pace: 4; Parry: 6; Toughness: 4
Hindrances: Elderly, Mean, One Eye
Edges: Arcane Background (Shaman),
Familiar, Fetish, Poisoner, Primal Magic
Gear: Staff (Str+d4, Parry +1, Reach 1), vial
of antitoxin, tanglefoot bag, poison (lotus
dust, goblin poison), potion of healing.
9
EARTHSHAKER

Attributes: Agility d8, Smarts d6, Spirit d6, • Low Light Vision: Ratlings ignore
Strength d4, Vigor d6 penalties for Dim and Dark Illumination.
Skills: Athletics d6, Common Knowledge • Size -1: Ratlings are shorter than the
d8, Fighting d6, Intimidation d6, Notice average human.
d6, Persuasion d4, Shooting d6, Stealth d8,
Taunt d6, Thievery d6
Pace: 5; Parry: 5; Toughness: 5 (1)
D MULLAN
T h e le ade r of t h e rat l i n g s i s
Hindrances: Greedy (Major), Mean uncharacteristically muscular, though no
Edges: Slippery less wily than his brethren.
Gear: Short spears (Str+d4, poison), bows Attributes: Agility d10, Smarts d6, Spirit
(Range 12/24/48, Damage 2d6, poison), d8, Strength d10, Vigor d6
leather armor (+1), Goblin Poison bladder. Skills: Athletics d8, Common Knowledge
Special Abilities: d6, Fighting d8, Notice d8, Persuasion
• Infravision: Halve penalties for bad d6, Stealth d10, Survival d8, Taunt d6,
lighting when attacking targets that Thievery d8
radiate heat. Hindrances: Greedy, Outsider (Major)
• Size −1: Goblins stand 3–4′ tall. Edges: Luck, Scavenger, Thief
Pace: 6; Parry: 7 (1); Toughness: 7 (2)
D IRRA Gear: Spear (Str+d6, Reach 1, Parry +1
Ratling wyrds (pronounced “weirds”) if used with Two Hands), hand-drawn
tinker with the various scraps they collect, crossbow (Range 10/20/40, Damage 2d6),
infusing them with crude magic to make leather armor (+2), light cloak.
magical devices. Irra is covered head to toe Special Abilities:
with bizarre bronze armor with various • Bite/Claws: Str+d4.
tubes and hoses. Her face is covered with • Immunity: Ratlings are immune to
a breathing mask, and she carries a large poison and disease.
power canister on her back. • Low Light Vision: Ratlings ignore
Attributes: Agility d4, Smarts d8, Spirit d6, penalties for Dim and Dark Illumination.
Strength d6, Vigor d6 • Size -1: Ratlings are shorter than the
Skills: Athletics d4, Common Knowledge average human.
d8, Driving d6, Fighting d4, Notice d8,
Occult d6, Persuasion d4, Repair d8+2,
Stealth d6, Survival d6
RATLING GUNNER
These specialized ratling fighters are armed
Hindrances: Greedy, Outsider (Major) with dangerous arcane devices.
Edges: Arcane Background (Tinkerer),
Attributes: Agility d8, Smarts d6, Spirit d6,
McGyver, Mr. Fix It, Tinkerer’s Armor
Strength d6, Vigor d6
Pace: 6; Parry: 4; Toughness: 8 (3)
Skills: Athletics d6, Common Knowledge
Gear: Dagger (Str+d4), bronze armor (+3), d4, Fighting d8, Intimidation d8, Notice
several arcane devices (see below), tool kit, d8, Persuasion d4, Stealth d8, Survival d6,
potion of healing, potion of invisibility. Taunt d6
Powers: Bolt, burst, entangle, environmental Hindrances: Greedy, Outsider (Major)
protection, farsight, slumber, stun. Power
Edges: Combat Reflexes, Steady Hands
Points: 20.
Pace: 6; Parry: 6; Toughness: 9 (4)
Special Abilities:
Gear: Dagger (Str+d4), plate corselet (+4).
• Bite/Claws: Str+d4.
Special Abilities:
• Immunity: Ratlings are immune to
• Arcane Gun: These unique weapons
poison and disease.
are arcane devices created by a ratling
wyrd (Repair d8). Miniguns use bolt,
flame throwers use burst, and bazookas
10
EARTHSHAKER

use blast. Each weapon typically has 12 Weapons suffer a –1 damage penalty
Power Points. (max –3) and armor loses 1 point of
• Bite/Claws: Str+d4. Armor bonus until it reaches 0 and
• Immunity: Ratlings are immune to falls apart. Weapons and armor can
poison and disease. be Repaired with an hour’s work per
• Low Light Vision: Ratlings ignore point of damage or Armor bonus lost, a
penalties for Dim and Dark Illumination. Repair roll, and appropriate tools (and
• Size -1: Ratlings are shorter than the a forge if working with iron).
average human. • Acid Strike: Str+d6, Reach 1, and see
Acid Form above.
RATLING WARRIOR • Divide: Slashing weapons, piercing
weapons, and electricity attacks do
Ratlings are humanoid rats, hunched and
no damage to a slime. When it would
bipedal with ratlike heads, chiseled teeth,
be Shaken or Wounded, the creature
and long claws.
instead splits into two identical slimes.
Attributes: Agility d8, Smarts d4, Spirit d6, A slime can’t split more than two times
Strength d6, Vigor d6 before it is Incapacitated.
Skills: Athletics d6, Common Knowledge • Envelop: Slimes grapple their foes
d4, Fighting d6, Notice d6, Persuasion d4, with elastic pseudopods that add +2
Shooting d6, Stealth d8, Survival d6, Taunt to their grappling attempts. Slimes
d4, Thievery d4 automatically cause 2d6 on their action
Hindrances: Greedy, Yellow, Outsider to a Bound or Entangled foe.
(Major) • Ooze: Ignores invisibility and all
Edges: Extraction (Imp) Illumination penalties; immune to
Pace: 6; Parry: 5; Toughness: 7 (2) poison, paralysis, slumber, Stun, blind,
Gear: Dagger (Str+d4), long bow Intimidation, Taunt, puppet; doesn’t
(Range 15/30/60, Damage 2d6, AP 1, sleep.
RoF 1), leather armor (+2), light cloak. • Wall Walker: Slimes can cling to
Special Abilities: vertical and inverted surfaces and
• Bite/Claws: Str+d4. move at their standard Pace.
• Immunity: Ratlings are immune to
poison and disease.
• Low Light Vision: Ratlings ignore
penalties for Dim and Dark Illumination.
• Size -1: Ratlings are shorter than the
average human.

SLIME
Slimes come in many colors, and attack by
enveloping and digesting living prey.
Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d10, Vigor d8
Skills: Athletics d12, Fighting d6, Stealth
d10
Pace: 2; Parry: 5; Toughness: 6
Special Abilities:
• Acid Form: An attack by a slime on
non-magical armor, or a non-
magical weapon that hits a
slime, causes acid damage.
11

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