wiki / system / monster_compendium / tunnel-rat.html
Monster / NPC card

Tunnel Rat

template:monster.4

unique_game_id: 8f03e244-14cb-59c2-b8cb-d5242695f25b

Tunnel rat

1000 trained XP · 10 SP spent · Beast; beast. Cave scavenger, trapped food animal, and threat to stores.

Creature Profile

FieldValue
Creature typeBeast
FactionIron Compact
Job classBeast
Encounter roleCave scavenger, trapped food animal, and threat to stores.
SizeMedium
Base size5 ft. diameter
Typical dispositionInstinctive or handler-directed
Languages or signalsNone; instinct and trained signals only

Health and Resources

ValueRating
Hit dice1
Average hit points3.5
Stamina2 maximum; normally recover 1 after 5 consecutive Idle ticks

Attributes

Mind

FieldValue
IQ+3%
EQ+3%
Will+8%
Reflexes+10%
Perception+10%

Body

FieldValue
STR+10%
DEX+10%
CON+10%

Traits

Cave Adapted

Ignores ordinary darkness and natural rough-ground penalties in its home tunnels.

Embodiment Properties

properties/physicality

PropertyValue
Base size5 ft. diameter
Walking movement5 ft/s

properties/resistances

All unlisted
  • Defense bonus: +0%
  • Meaning: No typed armor

Add the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See Embodiment Properties.

properties/senses

Common Sight
  • Range and conditions: See canonical method
  • Effect or limit: Ordinary visual range and obstruction rules.
Common Hearing
  • Range and conditions: See canonical method
  • Effect or limit: Ordinary auditory range and obstruction rules.
Darkvision
  • Range and conditions: 30 ft.
  • Effect or limit: Current Rat baseline; uses ordinary vision beyond this radius where illumination permits.

Skills and Combat Checks

Attack Skills

toHit = Stat + Skill + Buff Bonus - Debuff Bonus

Untrained weapon or effect Skill
  • Type: proficiency
  • Stat: REFLEXES
  • Stat bonus: +10%
  • Skill bonus: +0%
  • Buff Bonus: +0%
  • Debuff Bonus: -0%
  • Calculation: 10 + 0 + 0 - 0
  • toHit total: 10%
  • SP spent: 0

Defense Skills

Untrained Evasion
  • Type: proficiency
  • Stat: DEX
  • Stat bonus: +10%
  • Skill bonus: +0%
  • Buff Bonus: +0%
  • Debuff Bonus: -0%
  • Calculation: 10 + 0 + 0 - 0
  • Active toDefend total: 10%
  • SP spent: 0
None
  • Modifier: +0%
  • Applies when: While the listed armour or shield can answer the incoming effect

Utility Skills

Awareness and Investigation
  • Type: proficiency
  • Stat: PERCEPTION
  • Path bonus: +5%
  • SP spent: 5
  • Use: Work, knowledge, movement, command, or other utility use from the Skill card
Perception
  • Type: proficiency
  • Stat: PERCEPTION
  • Path bonus: +9%
  • SP spent: 4
  • Use: Work, knowledge, movement, command, or other utility use from the Skill card
Movement and Coordination
  • Type: proficiency
  • Stat: REFLEXES
  • Path bonus: +1%
  • SP spent: 1
  • Use: Work, knowledge, movement, command, or other utility use from the Skill card

The attacker rolls toHit. If it passes, the defender rolls active toDefend and adds applicable passive toDefend modifiers. Roll toEffect only when the offense passes and the defense fails.

Skill Funding Ledger

Assistant-authored draft: Prerequisites funded within the existing budget. Training record.

Awareness and Investigation
  • Mind stat: PERCEPTION
  • SP / local rating: 5 / +5%
  • Path bonus: +5%
  • Required parents: None
  • Abilities: Trained Use, Practiced Routine, Specialist Edge
Perception
  • Mind stat: PERCEPTION
  • SP / local rating: 4 / +4%
  • Path bonus: +9%
  • Required parents: Awareness and Investigation +5%
  • Abilities: Trained Use, Practiced Routine
Movement and Coordination
  • Mind stat: REFLEXES
  • SP / local rating: 1 / +1%
  • Path bonus: +1%
  • Required parents: None
  • Abilities: Trained Use

Path bonuses use one applicable root-to-specialization path; unrelated branches do not stack.

Skill Total Summary

FieldValue
Trained XP1000
Total Skill Points10
Spent10
Unspent0

Attack Actions

Basic attack
  • Cost: 2 ticks; 2 Stamina
  • Target / range: One target in weapon or natural reach
  • Attack Skill: Untrained weapon or effect Skill
  • toEffect / result: 1d6 toEffect. standard single-target damage.

Defense Actions

Defend
  • Trigger: A passed toHit targets this creature
  • Cost: Normal defense opportunity
  • Defense Skill: Untrained Evasion
  • Result / limits: Add passive toDefend (currently +0% from None); success prevents the hit unless stated otherwise.

Utility Actions

Scuttle Through
  • Cost: 1 ticks; 1 Stamina
  • Target / range: Self
  • Check: Automatic
  • Result / limits: Move 3 cubes through occupied spaces and gaps without reactions, ending in an open cube.

Passives and Effects

No additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.

Equipment

Carried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.

Running the Creature

Assistant-authored draft — appearance / signals: Gnaw marks and food smells announce the group before the first cautious body emerges.

Behavior

Harvest and Crafting

Meat, hide, and teeth
  • Check: IQ (Survival) + DEX
  • Time: 10 minutes
  • Yield: 1 ration and 1 hide scrap
  • Crafting uses: Stew meat, trap bait, patches, or small tool teeth
  • Failure consequence: A failed harvest spoils the meat or exposes the harvester to cave filth.

Harvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.

Habitat and Organization

This creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.

Where Found

Maps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.

References