zweihänder - bestiary (skrzzak)
DESCRIPTION
Skaven for ZWEIHÄNDER beta 2TRANSCRIPT
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SKRZZAK
Far below the hussle and bussle of the streets of mankind lies a secret, a myth that few can determine
whether is real or not. Whispers of rat-like men that control the aristocracy, a warren filled with of terrible
half-human monsters and the worship of a god lost to the annals of time are all hearsay and bedtime stories
meant to scare. What is more terrifying is these are not myths, but the truth of the Skrzzak.
The word Skrzzak (pronounced skerz’sak) itself is derived from the ancient languages, meaning “scourge
below”; which they have taken onto their liking for perverse reasons. Skrzzak are humanoids, albeit taking
upon the form of mutated rats, filled with ambition, disease, low cunning and violence. Their origins are a
mystery: some believe an insane rat catcher enchanted his quarry, while others speak that rats were given
sentience by a mysterious god during cataclysmic times. Skrzzak are born, certainly, but in no way a person
could imagine. Skrzzak are about the same size as other humanoid races, though their beady eyes,
mange-matted fur, bent backs and prehensile tails mistake them for nothing aside rodent-like monstrosities.
Hyperintelligent and monstrous female Skrzzak, known as Broodmothers, ingest corruptive Wytchstone to
alter the balance of their four humours for both gravid and spiritual reasons. These self-afflicted mutationsare meant to birth the strongest and most capable Skrzzak, which take mere weeks to gestate and are
birthed by the litter. These countless Broodmothers and her pups make up the Great Warren, a near-lawless
subterranean empire that teems below the civilized one above. It is of great surprise to those who’ve
survived a Skrzzak assault that these mutated freaks speak the common tongue. No one knows why; it
simply is.
Skrzzak society is organized into distinct Kabals: a complex web of confederated houses engaged in a
Machiavellian power struggle for control of the Great Warren. Their feudal bickering is suffused with
showboating, deception and murder. Only the strongest and most cunning survive whereas the weak are
enslaved and sometimes eaten. The Kabals do not embrace ideas such as compassion, loyalty and
cooperation; instead, they believe in fear, survival and assassination. Each Kabal is made up of manybreeds of Skrzzak, adopting different philosophies and ideologies enacted by the Broodmother’s whim.
Wytchstone also plays an important part in their society, as its Magick properties permit the terrible
experiments and mutations that distort both body and mind; it also serves as a simplistic currency. Ingesting
this terrifying element allows them to commune with their mysterious anthropomorphic deity, who they
simply call “the Thirteenth”. Yet, despite their politics, the Skrzzak as a whole seek to overtake the world
above, but which Kabal will finally sit upon the throne is up for debate.
Surprisingly, Skrzzak keep some allies from the world above. Specifically, humanoid devotees to the
Skrzzak’s cause, called vivimancers, hold positions of power or advantage in the realms outside the Warren
liaison with the Broodmothers. They are treated as a part of the Kabal, interpreting the Wytchstone-fueled
dreams of the Broodmothers, while laying them out into executable strategies for the Skrzzak. They then
return to the world above to push society towards the Broodmother’s visions, carefully articulating her plans
within plans using subterfuge. Vivimancer relations with the Skrzzak allow them to have secret access to the
world above, but Broodmothers are not so impatient to declare victory just yet. There is much still to be
done, and the Thirteenth has greater machinations that It has yet to foretell to the Broodmothers.
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BILIOUS SKRZZAK
MUTANT
INTERMEDIATE (MID) RISK FACTOR
Though all Skrzzak will fight for their Broodmother and her interests, they will very rarely purposefully die forthem. Skrzzak are too naturally self-preserving to fall upon their own poisoned knives, and they can easily
tell when they are outgunned and outnumbered. The Broodmother needs a devoted force, one that is both
extremely effective and fanatically devoted. Altering her black bile through injections of pure Wytchstone,
she gives birth to the terrible Bilious Skrzzak. Their journey does not end there, as the new pups are shipped
to the most dangerous and vile places of the Great Warren, left alone to survive and adapt. They are
conditioned through rigorous torture and administration of Wytchstone fumes by the Choleric doktors to obey
their Broodmother above all else. Few survive this harrowing ordeal, but those that do are merciless,
fanatically devoted and cruel beyond measure. They emerge a number of years later, permanently masked
by strange breathing apparatuses and mutated into frighteningly fanatical monsters.
They were born in the Great Warren; molded by it. Aside from Tyrants, the Bilious are the strongest of all
Skrzzak breeds, broad of shoulder and often crisscrossed with battle scars. They are constantly preoccupied
with cruelty and unfairness, often descending into laconic depression when not actively engaged. Though
stepping toe-to-toe in a fistfight against a Bilious is dangerous, their real advantage comes from their arsenal
of weaponry. Outfitted by their Choleric brethren, their guns and bombs are powered by Wytchstone to
devastating effect. These weapons deal casualty and injury, mowing through both enemy and Skrzzak alike;
the Bilious do not care if they destroy friend or foe, only that they destroy. Mercy is not in the mentality of the
Bilious, as they take no prisoners and thoroughly eviscerate those that have managed to escape their
barrages. They also have little sense of self-preservation and suicidal tendencies, wading into hordes that
are far stronger than them simply to prove their devotion.
PRIMARY ATTRIBUTES
Combat: 45% (4) - Martial Ranged +20, Simple Ranged +20
Brawn: 40% (4) - Toughness +20
Agility: 50% (8) - Coordination +10, Stealth +10
Perception: 40% (6) - Awareness +20
Intelligence: 40% (4) - Education +10, Folklore +10, Navigation +10
Willpower : 45% (6) - Resolve +10, Survival +10, Tradecraft +20
Fellowship: 35% (3) - NONE
SECONDARY ATTRIBUTES
Initiative: +9
Movement: 11 on foot
Damage Threshold: 7 (13/19/25)
Peril Threshold: 9 (15/21/27)
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COMBAT PROFILE
Dirk: 45% - Distance (melee engaged) - Damage (4) - Fast, Vicious
Wytchfyre grenade: 65% - Distance (ranged 7 yards) - Load (1AP) - Damage (NONE) - Slow, Throwing
Wytchfyre pistol: 65% - Distance (ranged 15 yards) - Load (3AP) - Damage (8) - Finesse, Gunpowder,
Vicious, VolatileWytchfyre jezzail: 65% - Distance (ranged 17 yards) - Load (4AP) - Damage (8) - Finesse, Gunpowder
Wytchfyre thrower : 65% - Distance (ranged 8 yards) - Load (0AP) Damage (4) - Gunpowder, Fiery,
Shrapnel, Volatile, Weak
Tail vertebrae: 45% - Distance (melee or 1 yard) - Damage (NONE) - Entangling, Ineffective, Reach
Parry: NONE
Dodge: 60%
TALENTS
ARBALEST’S SPEED - Whenever you begin to Load a ranged weapon, make a successful Coordination
Test to Load it without spending Action Points. If failed, you must spend the requisite number of Action
Points to finish Loading.
EAGLE EYES - You gain a +10 Base Chance to strike with ranged weapons at Medium and Long Distance.
TRAITS
BLAM! BLAM! - Creatures with this Trait may spend 3 Action Points to attack twice with ranged weapons,
providing they possess the Gunpowder Quality and are loaded.
BROWN DEATH - Whenever Creatures with this Trait inflicts an Injury with both melee and ranged
weapons, the foe’s wounds are also Infected.
DARK SENSE - Creatures with this Trait can see perfectly in the dark, as if it were daylight.
FAST ON THEIR FEET - Creatures with this Trait reduce all Movement Actions in combat by 1 AP (for a
minimum of 1 AP). Additionally, they may Dodge both melee and ranged weapons.
STRESS-INDUCING - Creatures with this Trait provoke Stress whenever combatants first encounter them.
SPECIAL RULES
GRENADIER
Whenever these Creatures are encountered, they have a Wytchfyre grenade. Whenever thrown, it burstsoutwards. An Burst (otherwise called a Small Template) radiates outwards in a circle. Select a point of origin
within distance - whether it is a creature, object, person or place - and the Burst then takes effect. Once
exploding, all creatures must succeed a Toughness Test or be infected with the disease called Dementium.
If used in a Combat Encounter, a Burst would affect up to 6 people in an Engagement. Creatures with these
grenades are completely immune to their effects.
WYTCH-SCIENCE
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Whenever these Creatures are encountered, roll a 1D6 Chaos Die. If the result is 1 - 4, they carry two
Wytchfyre pistols. If the result is a 5, they carry a Wytchfyre jezzail. If the result is 6, they carry a Wytchfyre
thrower. If a Wytchfyre thrower is upon one of these Creatures, they cannot Charge, Maneuver or Run.
TRAPPINGS
Brigandine armor (1)
Dirk (1)
Plague mask (1)
Tail vertebrae, as bullwhip (1)
Wytchstone ampule (6)
Wytchfyre grenade, as improvised throwing weapon with no Damage, Slow and Throwing Qualities
(1)
Wytchfyre jezzail, as musket with distance of 12+PB yards and Finesse Quality (SPECIAL)
(SPECIAL)
Wytchfyre pistol, as flintlock pistol with distance of 9+PB yards and Finesse Quality (SPECIAL)
Wytchfyre thrower, as blunderbus with Fiery Quality and no AP required to Load (SPECIAL)
CHOLERIC SKRZZAK
MUTANT
INTERMEDIATE (MID) RISK FACTOR
Broodmothers have foretold the birth of a special pup: one who will be a “super ratling”, a Skrzzak that can
go to the regions of prescient knowledge where Broodmothers dare not enter. Through careful (yet
imprecise) manipulation of Kabal bloodlines, the Broodmothers have attempted to create this superior being,
whom they call the Skrzzak Cholerach. Although they have failed up to this point, litters born her gravidity
are extraordinarily different than their kindred. Wytchstone-infused elixirs are suffused within the belly of the
Broodmother, increasing her yellow bile while filling her with exalting passions and religious babblings. The
Choleric Skrzzak are her resultant children, groomed from birth to become priests of the Kabal.
The only Skrzzak in the Great Warren that are closer to the Skrzzak god than Broodmothers are the
Choleric. They sell themselves entirely over to the divine worship of the Thirteenth, appeasing their god with
flagellation and the spread of disease. Choleric Skrzzak appear frail and without meat on their bones, riddled
with all manner of boils wracking their body. However, they rejoice in the divine pain, as they feel blessed by
the magnificent plague aspects of their god. They, too consume Wytchstone to enter similar, dream-like
fugue states as their matrons. Through these dreams, they are able to foretell the immediate future, much as
Truthsayers can from the world above. They hope that visions of countless threads in cause and effect
among the Great Warren will lead them to a true, optimum path to dominate the world above. Although
they’ve been unable to see what the distant future holds, they are often the ones to raise the war gongamong the Kabals. The Choleric Skrzzak rally armies with blasphemous words and banners of frightening
symbols, playing monstrous brass bells and chimes that exude a noxious miasma: a clarion call to the
Kabal. United, Choleric Skrzzak wish nothing more than to spread illness upon their enemies, to watch them
writhe in divine pain and die at the hand of their Thirteenth god’s chosen people.
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PRIMARY ATTRIBUTES
Combat: 45% (4) - Martial Melee +20, Simple Melee +20
Brawn: 45% (6) - Athletics +20
Agility: 50% (8) - Coordination +20, Stealth +10
Perception: 40% (4) - Awareness +20, Scrutinize +10Intelligence: 40% (4) - Education +20, Folklore +10, Navigation +10
Willpower : 40% (6) - Survival +10
Fellowship: 35% (3) - NONE
SECONDARY ATTRIBUTES
Initiative: +7
Movement: 11 on foot
Damage Threshold: 6 (12/18/24)
Peril Threshold: 9 (15/21/27)
COMBAT PROFILE
Fetid blade: 65% - Distance (melee engaged) - Damage (4) - Fast, Vicious
Tail vertebrae: 65% - Distance (melee or 1 yard) - Damage (NONE) - Entangling, Ineffective, Reach
Parry: NONE
Dodge: 80% (Natural Quality)
TRAITS
BROWN DEATH - Whenever Creatures with this Trait inflicts an Injury with both melee and ranged
weapons, the foe’s wounds are also Infected.
DARK SENSE - Creatures with this Trait can see perfectly in the dark, as if it were daylight.
FAST ON THEIR FEET - Creatures with this Trait reduce all Movement Actions in combat by 1 AP (for a
minimum of 1 AP). Additionally, they may Dodge both melee and ranged weapons.
PATH OF DESTRUCTION - While attacking humanoids, you always add a 1D6 Fury Die to melee weapon
attacks. Additionally, when facing humanoids, you always succeed Resolve Tests. Finally, you never Bleed.
PLAGUE-RIDDEN - Whenever Creatures with this Trait reduces someone to Seriously Wounded, their
foe’s wounds are Infected. Whenever they render someone to Grievously Wounded, their foe contracts
Tomb Rot.
RIPPING TEETH - Whenever Creatures with this Trait generate a Critical Success or Fury Die with an
Attack Action or Perilous Stunt, they trigger a Takedown for 0 Action Points.
STRESS-INDUCING - Creatures with this Trait provoke Stress whenever combatants first encounter them.
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SPECIAL RULES
HARBINGER OF PLAGUES
Whenever these Creatures are encountered, roll a 1D6 Chaos Die. If the result is 1 - 5, they carry a massive
gong. If the result is a 6, they carry a set of chimes. Whenever they play the gong with Litany of Hatred,
Characters so affected also suffer 2D10+2 physical Peril. Whenever they play the chimes with Litany of
Hatred, Characters so affected instead lower their Damage and Peril Condition Tracks by -3 instead of the
normal -1. These trappings can only be used in the hands of these Creatures, otherwise useless relics to
others.
TRAPPINGS
Fetid blade, as mortuary sword with Fast Quality (2)
Kabal banner (1)
Skrzzak gong (SPECIAL)
Skrzzak chimes (SPECIAL)
Tail vertebrae, as bullwhip (1)
Tome of faith & disease (1)
Wytchstone ampule (3)
PHLEGMATIC SKRZZAK
MUTANT
INTERMEDIATE (MID) RISK FACTOR
The Broodmother oft needs council for her various machinations, but the sparse vivimancers spend much of
their time in the world above, unable to serve their mistress’s immediate needs. She needs a pup with a
mind towards strategy, scholarship and the very physical maintenance of the Broodmother’s gravidity. The
matron can alter her humors to excel her phlegm to monstrous levels, a predicator for the birth of Phlegmatic
Skrzzak. This breed is nearly as intelligent as their Broodmother, but in differing ways; their intellect is much
more calculating and objective, while the Broodmother’s is often razor-focused on her dream-state
machinations. Phlegmatic mutations give them lightning fast deduction, calculating information at alarming
rates to hypothesize possible outcomes. Not only are they a Kabal’s scholars, but they keep the apocryphal
histories and living histories. Phlegmatic Skrzzak are also the primary caregivers and advisers to
Broodmothers, often found in their chambers discussing policies while serving as wet nurse or doktor.
Phlegmatic Skrzzak are made obvious by their massively elongated heads, as well as their almost
supernaturally calm demeanors. They are also insatiably curious scientists and experimenters. Using the
arcane energies of Wytchstone, they perform diabolical and grotesque experiments on beings of all sorts.
Though they prefer to inflict these bloody and visceral mutations upon humanoids, they regularly draw from“rat trap prisons” of the Great Warren, using Warren Runners as their test subjects. Successful results have
come about from their transmutative tinkerings, most famously the enormous Tyrant Skrzzak. They treat
them more like beloved pets than slaves, praising an Tyrant right after the beast has dismembered an
intrusive band of adventurers in the Great Warren.
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Broodmothers keep their eye heavily focused on this breed, as a slip of their tongue could potentially cause
the whole Kabal to collapse. Phlegmatic Skrzzak are too willful and confident to be ignored, and they know
this full well.
PRIMARY ATTRIBUTES
Combat: 35% (3) - Simple Melee +10, Simple Ranged +10
Brawn: 40% (4) - Athletics +10
Agility: 50% (7) - Coordination +20, Ride +20
Perception: 40% (6) - Awareness +20
Intelligence: 45% (5) - Education +20, Heal +20
Willpower : 40% (6) - Survival +10
Fellowship: 45% (3) - Leadership +10, Handle Animal +20
SECONDARY ATTRIBUTES
Initiative: +9Movement: 10 on foot
Damage Threshold: 6 (12/18/24)
Peril Threshold: 9 (15/21/27)
COMBAT PROFILE
Man catcher : 45% - Distance (melee engaged or 1 yard) - Damage (3) - Entangling, Reach
Tail vertebrae: 45% - Distance (melee engaged or 1 yard) - Damage (NONE) - Entangling, Ineffective,
Reach
Bolas: 45% - Distance (ranged 7 yards) - Load (1AP) - Damage (NONE) - Entangling, Ineffective, Throwing
Parry: NONEDodge: 70%
TRAITS
BROWN DEATH - Whenever Creatures with this Trait inflicts an Injury with both melee and ranged
weapons, the foe’s wounds are also Infected.
DARK SENSE - Creatures with this Trait can see perfectly in the dark, as if it were daylight.
FAST ON THEIR FEET - Creatures with this Trait reduce all Movement Actions in combat by 1 AP (for a
minimum of 1 AP). Additionally, they may Dodge both melee and ranged weapons.
GUTTER RUNNER - Whenever you attempt to hide in urban and underground environments, you gain a
+20 Base Chance to Stealth Tests.
LICK YOUR WOUNDS - Creatures with this Trait can restore their Damage Condition Track positively by
three steps by spending 1 Action Point. This Trait can only be used once a day.
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MASTER OF THE LASH - Whenever these Creatures attempt to tame, ride and command Creatures which
are Dire Rats, Tyrant Skrzzak and other rodents, they may flip the results to succeed any Skill Test related
to it.
STRESS-INDUCING - Creatures with this Trait provoke Stress whenever combatants first encounter them.
TRAPPINGS
Animalbane (1)
Beastbane (1)
Leather armor (1)
Man catcher, as bullwhip without Ineffective Quality (1)
Tail vertebrae, as bullwhip (1)
Wytchstone ampule (3)
SANGUINE SKRZZAK
MUTANT
INTERMEDIATE (MID) RISK FACTOR
Special breeds of Skrzzak are more feared than the teeming masses of the Kabals. Called the Sanguine,
they are an independent lot, dwelling on the fringes of the Great Warren. Like other Broodmother pups,
Sanguine are born from a chemically-induced exsanguination of blood in the Broodmother, making this
breed very excitable, flighty and highly dangerous. They are lithe and quick, their limbs thin and fur a
midnight black color; they leave no trace of their presence. Sanguine Skrzzak are bred to become contract
killers, caring little for personal possessions, save their weeping blade. This sacred knife is one of deep
tradition and a hallmark of these warriors. They hold near-religious reverence over it, insomuch that they
only withdraw it when ready to kill. To sheath a weeping blade without first drawing blood is considered
sacrilegious, an affront to both their own honor and the worship of the Thirteenth. Reputedly, this blade is
made from their first incisor to fall out as a pup, mutating by exposure to Wytchstone to elongate and grow
ever-sharp.
The Sanguine play a role of great importance in the Great Warren and the world above. As highly
experienced assassins for hire, they are not only sent to eliminate troublesome infiltrators from the surface,
but also to eliminate other rival members of the Kabals. They have countless tools at their disposal for
exterminating their marks: throwing knives, jars of poison, climbing ropes and their weeping blade are just a
few of their toys. Sanguine Skrzzak see their assassination missions as near divine guidance from the
Thirteenth; so much so that they ingest Wytchstone before undertaking a mission. Sanguine Skrzzak believe
it heightens their focus and vision, allowing the Thirteenth to see their kills through their eyes.
PRIMARY ATTRIBUTES
Combat: 45% (5) - Simple Melee +20, Simple Ranged +20
Brawn: 40% (4) - Athletics +10
Agility: 50% (8) - Coordination +20, Stealth +20
Perception: 45% (6) - Awareness +20, Scrutinize +20
Intelligence: 40% (4) - Folklore +10, Navigation +20
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Willpower : 40% (5) - Survival +10
Fellowship: 35% (3) - NONE
SECONDARY ATTRIBUTES
Initiative: +9Movement: 11 on foot
Damage Threshold: 6 (12/18/24)
Peril Threshold: 8 (14/20/26)
COMBAT PROFILE
Weeping blade: 65% - Distance (melee engaged) - Damage (7 or 8) - Fast, Finesse, Light, Vicious
Tail vertebrae: 65% - Distance (melee or 1 yard) - Damage (NONE) - Entangling, Ineffective, Reach
Throwing star : 65% - Distance (ranged 7 yards) - Load (1AP) - Damage (8) - Fast, Finesse, Throwing,
Weak
Smoke bomb: 65% - Distance (ranged 7 yards) - Load (1AP) - Damage (SPECIAL) - NONEParry: NONE
Dodge: 70%
TRAITS
AMBUSH TACTICS - Creatures with this Trait roll 2D10, instead of the normal 1D10, to determine Initiative.
BROWN DEATH - Whenever Creatures with this Trait inflicts an Injury with both melee and ranged
weapons, the foe’s wounds are also Infected.
DARK SENSE - Creatures with this Trait can see perfectly in the dark, as if it were daylight.
FAST ON THEIR FEET - Creatures with this Trait reduce all Movement Actions in combat by 1 AP (for a
minimum of 1 AP). Additionally, they may Dodge both melee and ranged weapons.
GUTTER RUNNER - Whenever you attempt to hide in urban and underground environments, you gain a
+20 Base Chance to Stealth Tests.
SNIKT! SNIKT! - Creatures with this Trait may spend 3 Action Points to attack twice with melee weapons,
providing they possess the Finesse Quality.
STRESS-INDUCING - Creatures with this Trait provoke Stress whenever combatants first encounter them.
SPECIAL RULES
SMOKE BOMB
Whenever these Creatures are encountered, they have a smoke bomb. Whenever thrown, it explodes
outwards. An Explosion (otherwise called a Large Template) radiates outwards in a circle. Select a point of
origin within distance - whether it is a creature, object, person or place - and the Explosion then takes effect.
Once exploding, it reduces Movement values of humanoids by a -6 penalty, until they escape. Additionally, it
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provides enough concealment for the Creature to use their Stealth Skill. If used in a Combat Encounter, an
Explosion would affect up to 9 people in an Engagement.
TRAPPINGS
Balaclava mask (1)
Dirk (1)
Folkbane (3)
Leather armor (1)
Smoke bomb (1)
Tail vertebrae, as bullwhip (1)
Throwing star, as throwing knife (6)
Weeping blade, as dirk but without Weak Quality and with Vicious Quality (1)
Wytchstone ampule (3)
TYRANT SKRZZAK
MUTANT
ADVANCED (LOW) RISK FACTOR
The trademark monstrosities of the Phlegmatic Skrzzak’s vile experiments, Tyrants are a terrifying sight to
behold. All Tyrants were once Warren Runners, often criminals who volunteered for experimentation in order
to reduce their sentences. What these poor wretches did not expect was the sheer torture and grotesquery
of these experiments. These whelps were subjected to ampules of liquified Wytchstone, fusing Ogrish blood
into their very essence. The Skrzzak then amputated and re-attached multiple limbs, placing nearly every
known disease upon the creatures. The Warren Runner would be driven to blinding insanity by the
treatments, becoming a willing thrall. They then emerge weeks later from the Phlegmatic’s fetid chambers,
fully transmutated into a Tyrant Skrzzak.
Tyrants - also sometimes called king rats - are massive and grotesque creatures, towering nearly twelve feet
high and bristling with muscle. Their bodies are awful to behold, riddled with tumors, patches of mismatched
skin, engorged thew, withered limbs and even having pieces of metal bolted into their very flesh. They are
nearly always in blinding pain, so much that they only have two emotions: obedience and violence. Tyrants
are terrors on the battlefield, throwing down foes like wretched rag dolls at the command of their Phlegmatic
masters. When given reprieve from the cycle of violence, Tyrants are subjugated to heavy labor, digging the
endless tunnels of the Great Warren and other strength-intensive tasks. More importantly, they are the
principal miners of Wytchstone; without them, Skrzzak society would collapse. Their exposure to the
Aetheric mineral keeps them docile while they work, but as soon as they are separated from it, they re-enter
a blinding rage of pain. The only thing that can relieve it is either by ingesting more Wytchstone “treats” from
their Phlegmatic masters or the promise of being drafted back to the mines.
PRIMARY ATTRIBUTES
Combat: 50% (5) - Simple Melee +30
Brawn: 45% (11) - Athletics +30, Intimidate +30, Toughness +30
Agility: 40% (8) - Coordination +30, Stealth +30
Perception: 45% (4) - Awareness +30
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Intelligence: 35% (3) - NONE
Willpower : 40% (6) - Survival +30
Fellowship: 40% (4) - NONE
SECONDARY ATTRIBUTES
Initiative: +7
Movement: 11 on foot
Damage Threshold: 14 (20/26/32)
Peril Threshold: 9 (15/21/27)
COMBAT PROFILE
Tyrant claw: 80% - Distance (melee engaged) - Damage (11) - Fast, Reach, Vicious
Tail vertebrae: 80% - Distance (melee or 1 yard) - Damage (NONE) - Entangling, Ineffective, Reach
Parry: 80%
Dodge: 80% (Natural Quality)
TRAITS
BROWN DEATH - Whenever Creatures with this Trait inflicts an Injury with both melee and ranged
weapons, the foe’s wounds are also Infected.
BRUTE STRENGTH - Creatures with this Trait reference their Brawn Bonus (BB) for all Damage they inflict
with melee weapons or those possessing the Throwing Quality. Additionally, they add +3 to their Brawn
Bonus (BB). Finally, they ignore the Pummeling Quality of melee weapons.
DARK SENSE - Creatures with this Trait can see perfectly in the dark, as if it were daylight.
HIDEOUS MIGHT - Creatures with this Trait add the Reach and Vicious Quality to any melee weapon they
use. They also ignore the Weak Quality of melee weapons.
IRON GRAFTS - Creature with this Trait do not Bleed, and add +3 to their Damage Threshold. However,
they eschew all armor.
RIPPING TEETH - Whenever Creatures with this Trait generate a Critical Success or Fury Die with an
Attack Action or Perilous Stunt, they trigger a Takedown for 0 Action Points.
TERRIFYING - Creatures with this Trait provoke Terror whenever combatants first encounter them.
TALENTS
MENACING DEMEANOR - Whenever you succeed an Intimidate Test, you inflict 1D10+1 mental Peril.
NO MERCY - Whenever you Injure a foe with a melee weapon, you inflict two Injuries instead of one.
OVERWHELMING FORCE - If you roll a Critical Success with a Melee Attack, you inflict the Ruined Quality
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to a foe’s shield, weapon or armor (your choice). Overwhelming Force has no effect on Castle-forged
trappings, and you must be armed with a two-handed melee weapon.
SPECIAL RULES
DIM-WITTEDDuring a Combat Encounter, Creatures this this Trait can only use Attack Actions unless expressedly
commanded to otherwise with a successful Leadership Test by their allies.
SNIVELING WHELP
Whenever these Creatures are in combat, they only receive 2 Action Points.
TRAPPINGS
Tail vertebrae, as bullwhip (1)
Tyrant claw, as knuckleduster (2)
WARREN RUNNER
MUTANT
BASIC (HIGH) RISK FACTOR
The Broodmother’s birthings are not always exact; not every litter born is fit to be elevated into prominence.
These offshoots are collectively called Warren Runners, and are the most common of the Skrzzaks horde.
Viewed as failed experiments in creating stronger breeds, these corrupted and sickly weaklings make up the
largest portion of the Great Warren’s number. They are mostly factionless, but one day hope to join a noble
Kabal. Sadly for them, they are more often seen as chattel than anything; the Kabals primarily use them for
slave labor. Born into thralldom, they are most often used as cannon fodder by the Kabal’s leader to soften
their enemies before the “real attack” begins. Survivors who are fit warriors are elected to lead dangerous
guerrilla raids into the world above, while the indolent are granted freedom, spending their days in a
Wytchstone-induced haze, forgetting the pain of their position (or lack thereof) in the Great Warren.
Warren Runners vary wildly in size and shape, but most are either piebald or possess only a few tufts of fur
that marks them as undesirables. Though they may be weaker than any of the true members of the Kabal,
Runners are still capable and fast on their feet, navigating both cramped passages and winding city streets
as they tend to their labors. However, Warren Runners are notoriously lackadaisical, committing to tasks
only when demanded at the threat of Excision (the unceremonious act of having their tail removed). It is for
this reason alone that Warren Runners sit at the bottom of the pecking order in the Great Warren.
PRIMARY ATTRIBUTES
Combat: 45% (4) - Simple Melee +10, Simple Ranged +10
Brawn: 40% (4) - Athletics +10
Agility: 50% (7) - Coordination +10, Stealth +10
Perception: 45% (5) - Awareness +10, Scrutinize +10
Intelligence: 40% (4) - Folklore +10, Navigation +10
Willpower : 40% (5) - Survival +10
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Fellowship: 35% (3) - NONE
SECONDARY ATTRIBUTES
Initiative: +8
Movement: 10 on foot Damage Threshold: 5 (11/17/23)
Peril Threshold: 8 (14/20/26)
COMBAT PROFILE
Stiletto: 55% - Distance (melee engaged) - Damage (4) - Fast, Vicious, Weak
Tail vertebrae: 55% - Distance (melee or 1 yard) - Damage (NONE) - Entangling, Ineffective, Reach
Shepherd’s sling: 55% - Distance (ranged 8 yards) - Load (1AP) - Damage (4) - Fast, Throwing, Weak
Parry: NONE
Dodge: 60%
TRAITS
BROWN DEATH - Whenever Creatures with this Trait inflicts an Injury with both melee and ranged
weapons, the foe’s wounds are also Infected.
DARK SENSE - Creatures with this Trait can see perfectly in the dark, as if it were daylight.
FAST ON THEIR FEET - Creatures with this Trait reduce all Movement Actions in combat by 1 AP (for a
minimum of 1 AP). Additionally, they may Dodge both melee and ranged weapons.
STRESS-INDUCING - Creatures with this Trait provoke Stress whenever combatants first encounter them.
SPECIAL RULES
KABAL THRALL
Whenever you interact with those who know you’re Branded and hold you in contempt due to it, you cannot
use Misfortune Points to change the outcome of your Skill Tests.
TRAPPINGS
Folkbane (1)
Fur armor (1)
Shepherd’s sling (1)
Stiletto (1)
Tail vertebrae, as bullwhip (1)
Wytchstone ampule (3)
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