Triple Threat: Rat-Thing

Rat-Thing

Rat-Things are large (about a foot and a half long from head to tail) rodent with a human faces that are twisted with hate. Despite their size they are fiendishly strong and can bit off the finger of a grown man with a single bite.
Any Game System…

ST: 8                      HP: 10                 Speed: 6.00
DX: 12                   Will: 12               Move: 9
IQ: 10                    Per: 12                Weight: 40 lbs.
HT: 14                   FP: 12                 SM: -4

Dodge: 10             Parry: n/a            DR: 3

Bite (14): 1d+1 cutting.
Claw (14): 1d-1 crushing.
Traits:  Combat Reflexes; Filter Lungs; Flexibility; Frightens Animals (Not rodents); Fur; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards (+8); Semi-Upright; Silence 2; Universal Digestion.
Skills: Acrobatics-10; Brawling-14; Climbing-15; Escape-14; Stealth-14; Urban Survival-13.

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. 

Dungeon Fantasy…

ST: 8                      HP: 10                 Speed: 6.00
DX: 12                   Will: 12               Move: 9
IQ: 10                    Per: 12                Weight: 40 lbs.
HT: 14                   FP: 12                 SM: -4

Dodge: 10             Parry: n/a            DR: 3

Bite (14): 1d+1 cutting.
Claw (14): 1d-1 crushing.
Traits:  Combat Reflexes; Filter Lungs; Flexibility; Frightens Animals (Not rodents); Fur; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards (+8); Semi-Upright; Silence 2; Universal Digestion.
Skills: Acrobatics-10; Brawling-14; Climbing-15; Escape-14; Stealth-14; Urban Survival-13.
Classification: Elder Thing.

Notes: Sterile. 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. 

Monster Hunters…

ST: 8                      HP: 10                 Speed: 6.00
DX: 12                   Will: 12               Move: 9
IQ: 10                    Per: 12                Weight: 40 lbs.
HT: 14                   FP: 12                 SM: -4

Dodge: 10             Parry: n/a            DR: 5

Fright Check: -1
Bite (14): 2d-1 cutting.
Claw (14): 1d-1 crushing.
Traits:  Combat Reflexes; Filter Lungs; Flexibility; Frightens Animals (Not rodents); Fur; High Pain Threshold; Injury Tolerance (Unliving); Language (Demontongue; Native); Reduced Consumption 3 (Cast Iron Stomach); Regeneration (Regular); Resistant to Metabolic Hazards (+8); Semi-Upright; Silence 2; Universal Digestion. Additionally, roll once on Demonic Variety (Monster Hunters 3, p. 19).
Skills: Acrobatics-10; Brawling-14; Climbing-15; Escape-14; Stealth-14; Urban Survival-13.

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. Use the skills listed under Demons in the Know Thy Enemy box in Monster Hunters 1 (p. 16). Three to four Rat-Things are a fair fight for one champion.

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4 Comments

  1. I had the thought that they would make a very good basis for a demonically twisted prairie dog town. Especially if the magic using elders know Path of the Undead…zombie rat-thing swarms anyone?

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