Note: Rat-Thing’s are from H. P. Lovecraft’s Cthulhu Mythos.
Dodge: 10 Parry: n/a DR: 3
Grapple (14): Made as an All-Out Attack (Determined). No damage. Reach C. Success means that one rat-thing hits, plus another for every point of success, to the maximum of eight. To defend, make one roll against Dodge or Parry. If successful, the victim avoids one attack, plus additional attacks equal to his margin of success.
Takedown (–): After grappling, rat-thing swarms usually drag their target down. This is a Quick Contest of their ST+5 vs. the higher of their victim’s ST, DX, or best grappling skill. If they win, the target falls; they scramble over him to retain the grapple. On a tie, nothing happens. If the victim wins, he automatically
shake off (margin of victory) rat-things, breaking their hold on him! After a successful takedown, the rat-things and rats start biting or clawing; use the attack rules above. Because the target is grappled and lying down, he has a net -5 to Parry, -4 to Dodge, and -8 to attack back!
Notes: Sterile. Specimens with IQ 10 or higher may have access to magic appropriate to the campaign setting. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139), Rat-Thing Swarms have a modifier of -3.
Dodge: 10 Parry: n/a DR: 3
Grapple (14): Made as an All-Out Attack (Determined). No damage. Reach C. Success means that one rat-thing hits, plus another for every point of success, to the maximum of eight. To defend, make one roll against Dodge or Parry. If successful, the victim avoids one attack, plus additional attacks equal to his margin of success.
Takedown (–): After grappling, rat-thing swarms usually drag their target down. This is a Quick Contest of their ST+5 vs. the higher of their victim’s ST, DX, or best grappling skill. If they win, the target falls; they scramble over him to retain the grapple. On a tie, nothing happens. If the victim wins, he automatically
shake off (margin of victory) rat-things, breaking their hold on him! After a successful takedown, the rat-things and rats start biting or clawing; use the attack rules above. Because the target is grappled and lying down, he has a net -5 to Parry, -4 to Dodge, and -8 to attack back!
Classification: Elder Thing.
Notes: Sterile. Specimens with IQ 10 or higher may have access to magic appropriate to the campaign setting. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Rat-Things have a modifier of -1. Some specimens may have access to magic. Those with a IQ of 10 or higher have Magery equal to (IQ – 10) and access to Wizard spells. Those who do have magic typically like using the Ceremonial Magic rules to make their spells even more potent.
Dodge: 10 Parry: n/a DR: 5
Grapple (14): Made as an All-Out Attack (Determined). No damage. Reach C. Success means that one rat-thing hits, plus another for every point of success, to the maximum of eight. To defend, make one roll against Dodge or Parry. If successful, the victim avoids one attack, plus additional attacks equal to his margin of success.
Takedown (–): After grappling, rat-thing swarms usually drag their target down. This is a Quick Contest of their ST+5 vs. the higher of their victim’s ST, DX, or best grappling skill. If they win, the target falls; they scramble over him to retain the grapple. On a tie, nothing happens. If the victim wins, he automatically
shake off (margin of victory) rat-things, breaking their hold on him! After a successful takedown, the rat-things and rats start biting or clawing; use the attack rules above. Because the target is grappled and lying down, he has a net -5 to Parry, -4 to Dodge, and -8 to attack back!
Notes: Sterile. Some specimens may have access to magic. Those with an IQ of 10 or higher have Ritual Aptitude 5 and 6 points in Path skills (typically Path of Body and/or Mind) plus a Thaumatology equal to their IQ. Those with IQ of 16 or higher have Ritual Adept. Those who do have magic typically like using the Working Together rules to make their spells even more potent. Use the skills listed under Demons in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One Rat-Thing Swarm is a fair fight for two to three champions.