Grimkin

Level

2

Grimkins are muscular, primitive cave-dwellers with thick gray or greenish skin and broad, powerful hands capable of grasping tools, stones, and clubs. Their hunched posture and protruding jaw give them a brutish appearance, and their small, fierce eyes glow faintly in low light. While still driven mostly by instinct, Grimkins exhibit the earliest signs of structured behavior—basic tool use, coordinated hunting calls, and territorial marking.

They live in clusters inside abandoned tunnels, old mining shafts, or natural caverns, gathering around shallow pits of glowing moss they treat with surprising care. When threatened, Grimkins charge as a unified group, pounding the ground and bellowing deep, resonant cries. Their strength makes them dangerous even without training, and their hands are dexterous enough to wield clubs or heavy stones with surprising accuracy.

Grimkins are not yet sentient in a social or cultural sense, but they imitate sounds and gestures from other humanoids, suggesting a capacity for rapid future development. Some frontier scholars believe they represent an evolutionary stage between animal and sapient—creatures that, under pressure or influence, could one day become a unified, warlike people.

Action Points

4

Defense Bonus

6

Resilience

4

General Perception

10

Initiative Bonus

6

Combat Movement

2,5

Strength

75

Constitution

60

Agility

50

Quickness

50

Intelligence

15

Sociality

20

Armor

7- Hide/fur (cover on legs/back limbs)

Fumble Range

01-08

Health

40

Special Attacks

Rage Surge – Once per encounter, gains +10 Attack Bonus for one round when a Grimkin in the group falls below half Health

Special Skills

Signature Moves

Pack Advance – When two or more Grimkins move toward the same target, all gain +10 DB until they reach melee range.

Bonus to skills, spells and tech modules

Skills 50

Skills

Spells

No items found.

Tech Modules

No items found.

Attacks

Main Attack

Club Strike 65 (C)

A heavy, instinctive swing with a crude wooden club, delivering blunt force.

Vs. No Armor

100 - 3d6

‍110 - 4d6

120 - 5d6

130 - 6d6

140- 7d6

150 - 8d6

Crit. Treshold:
120

Vs. Light Armor

100- 2d6

110 - 3d6

120 - 4d6

130 - 5d6

140 - 6d6

Crit. Treshold:
130

Vs. Medium Armor

90 - 2d6

110 -3d6

130 - 4d6

150 - 5d6

Crit. Treshold:
130

Vs. Heavy Armor

85 - 2d6

120 - 3d6

145 - 4d6

Crit. Treshold:
135

Secondary Attack

Stone Throw 50 (C)

Range: 15/25/35 meter.

A quick, overhand toss of a fist-sized stone, thrown with brute strength rather than skill.

Vs. No Armor

100 - 3d6

‍110 - 4d6

120 - 5d6

130 - 6d6

140- 7d6

150 - 8d6

Crit. Treshold:
110

Vs. Light Armor

100- 2d6

110 - 3d6

120 - 4d6

130 - 5d6

140 - 6d6

Crit. Treshold:
115

Vs. Medium Armor

90 - 2d6

110 -3d6

130 - 4d6

150 - 5d6

Crit. Treshold:
125

Vs. Heavy Armor

85 - 2d6

120 - 3d6

145 - 4d6

Crit. Treshold:
130

Third Attack

Vs. No Armor

Crit. Treshold:

Vs. Light Armor

Crit. Treshold:

Vs. Medium Armor

Crit. Treshold:

Vs. Heavy Armor

Crit. Treshold:

Related creatures sharing area, DNA etc.

Graskin
Graskul

Treasures often found on or near

Crude clubs, stone tools, basics minerals, and small objects stolen or scavenged.