Thursday, February 2, 2017

Savage Worlds: Ratfolk


Brief: Ratfolk are a small race of bestial-humanoids that have very much in common with rats or mice. Their fur color ranges in shades of grey or brown with pink ears and small pink noses at the end of the muzzled faces. Ratfolk are known for their small river communities, they are also known to migrate to the great cities of Humanity where they subsist on meager circumstances.


Agile: Begins play with d6 Agility

Darkvision: Can see up to 60 ft. (12 squares) in total darkness, albeit in a greyscale.

Small: -1 Toughness due to size.

Disease Resistance: +4 on rolls made to resist Disease of either a natural or magical nature.

It is also rumored that Ratfolk can hold disease within them for awhile and disperse it with a bite, this is at GM's discretion and is not always the case for Ratfolk.

Sample Ratfolk: Timor Tailworth (Novice Character)

Attributes: Agility: d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d4, Lockpicking d8, Notice d6+2, Persuasion d6, Shooting d6, Stealth d6, Streetwise d4, Swimming d4
Traits: Pace: 6; Parry: 4; Toughness: 5 (1); Charisma: 0
Edges: Alertness
Hindrances: Greedy (Minor), Obligation (Major; Family), Loyal

Equipment: Torches (x2), Rations, Lockpick Kit, Rope, Grappling Hook

Weapons: Dagger (d6+d4; R: 3/6/12); Rapier (d6+d4; +1 Parry); Crossbow (2d6; R: 15/30/60; AP: 2)

-Timor is a minor Thief who has only lived in the City for a few months. He is part of the burgeoning Ratfolk community that inhabits the poorer quarters of the city. The Ratfolk are in competition for living space, jobs, and influence with the Halflings.

-Timor is married, his Obligation is his wife and his desire to make a better life for themselves. So great is his obligation that doesn't mind taking riskier jobs for the payoff. While he is greedy, he is also loyal to his partners and will try not to backstab or cut them out of their share (Mostly. He will try to take a little more for himself).

-Timor has recently been given a job to rob a manor in the more affluent quarter of the City. The risk is probably his life at the hands of victim's guards or the Watch. But it does come with a big payoff. The target? A special case the Victim has that isn't to be opened.


  1. Nice, thank you for sharing that.

  2. Nice background, short and sweet, when I GM I prefer 2-3 paragraph backstorys. Helps drive the plot, without to much meta gaming. Good job.