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The Skaven grew up in **Iron Meridian**, a massive industrial city controlled by the Central Authority. The city is built around factories, smelters, and mining operations. Most Skaven there survive by stealing food, selling information, or doing dangerous work no one else wants.
He spent most of his early life in the lower districts, living off scraps and theft. Skaven communities in the city are unstable. Groups form and break apart quickly, and fights over territory are common. Learning to run, hide, and stab faster than the other rat was usually enough to survive.
Eventually he was caught stealing from a warehouse owned by the Authority. Instead of executing him, they sent him to the mines outside the city. Cheap labor was more useful. The mines produced a strange ore. Workers called it **Black Meridian Ore**. The Authority banned its consumption because miners kept getting sick or unstable after handling it. The Skaven discovered something different.
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus or certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
Miners sometimes traded these mixtures secretly. The Skaven learned how to refine them better than most. That is where his addiction started. Over time he learned to produce multiple **variants** of the drug by mixing the ore with different reagents.
The Skaven was considered too problematic to keep in the mines. He was caught with refined ore mixtures and blamed for distributing them. Instead of executing him, the overseers sold him to a merchant broker. Skaven are sometimes used as cheap meat cargo in long-distance shipments. Smaller races are easy to transport and not considered valuable enough to protect.
---
### Core Stats
**Health (HP): 13**
**Posture: 11**
Posture Regain per Turn:
- **1 + (Fortitude Modifier ÷ 2, rounded down)**
**Ether Capacity: 14**
Ether Regain per Turn:
- **1 + (Willpower Modifier ÷ 2, rounded down)**
**Sanity: 8**
**Base Movement Speed: 10.5 meters**
---
### Attribute Stats
**Strength: 15**
**Dexterity: 13**
**Fortitude: 14**
**Intelligence: 12**
**Willpower: 11**
**Charisma: 7**
---
### Physical AC
- **Blunt AC:** 5
- **Slash AC:** 5
- **Pierce AC:** 5
### Elemental AC
- **Fire AC:** 0
- **Lightning AC:** 5
- **Force AC:** 5
- **Necrotic AC:** 5
- **Gas AC:** 10
- **Holy AC:** 0
- **Blood AC:** 5
- **Ice AC:** 5
---
### Dodge Capability
- **Dodge Throws at Advantage.**
- Successful Dodge movement increases from **3 -> 4.5 meters**.
### Parry Capability
- **Parry Throws at Disadvantage.**
- Counterattack damage from Parries reduced by **-1**.
### Small Frame
- Gain **+1.5 meters movement speed** in confined spaces.
- **Knockback moves you +1.5 meter further.**
- Count as **Small** for grapple, pull, drag and shove interactions.
### Addict
* Your body has adapted to Black Meridian stimulants.
* While under the effect of a Black Meridian drug:
- Gain **+1 Posture Regain**
- Gain **+1.5 meter Movement Speed**
- Withdrawal begins after **24 hours** without a dose.
### Withdrawal
If the Skaven goes **24 hours without consuming a dose**, withdrawal begins.
- Movement Speed **-3 meters**
- Posture Regain **-2**
- Ether Regain **-2**
- Lose **1 sanity** every hour.
---
# SIGNATURE MOVE: Forced Adjustment (Neck Snap)
> There's a reason why it is called a "**Crack** Rat"
**Type:** Unique Riposte
**Trigger:** Target is Staggered
**Action:** Action
**Effect:**
You leap onto the target’s back, locking your limbs around their torso and wrenching their neck into a lethal angle.
Upon activation:
- Make a **contested Strength check**
**On Success:**
- Deal **2d10 Pierce + 2d10 Blood damage**
- Apply **+25% Blood Poisoning**
- Target suffers:
- **-2 Posture Regain for 2 rounds**
- Cannot **Parry** until end of their next turn
**Major Success (Beat by 5 or more):**
- Deal **maximum damage (no roll)**
- Apply **+40% Blood Poisoning**
- Target is **Stunned for 1 round**
**Partial Success (Tie):**
* You fail to fully snap the neck but still injure the target.
**Effect:**
- Deal **2d6 Pierce damage**
- Target suffers **-1 Dodge Throw** for 1 round
**Failure:**
* The target resists and throws you off.
**Effect:**
- You are pushed **3 meters away**
- Throw a dexterity saving throw against DC 10
- On failure, you're knocked prone.
- Lose **2 Posture**
- Target recovers normally from Stagger
**Execution Threshold:**
If the target is:
- At **≤12.5% HP**
The neck snap instantly executes the target
## Related notes
- [[Players/Player Characters|Player Characters]]
## Character notes
- [[Players/RADIOACTIVE CRACK RAT/Green Meridian]]
- [[Players/RADIOACTIVE CRACK RAT/Notes]]
- [[Players/RADIOACTIVE CRACK RAT/Super-AIDS]]
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma]]
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants]]
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs]]
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras]]
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Talents]]
- [[Players/RADIOACTIVE CRACK RAT/~Ex-plosion!]]