Chris Van Deelen

No. Enc: 2d6 or 10d10 in communities
Alignment: Neutral
Movement: 120’ (40’)
AC: 5
HD: 4
Attacks: 1 bite, 2 claws or by weapon
Damage: 1d4+1d6 / 1d3+1d6 / 1d3+1d6 or by weapon type +1d6+4
Save: L4
Morale: 9
Hoard Class: VII (x10), VIII (x4, artifact chance 65%), always one suit of armor, 50% chance it is high tech armor, 10% chance it is EMA (created to fit their size), 85% chance of 2d3 primitive firearms or high tech firearms.

Out of all the various mutant races that have sprung up during the final wars, it is well known and documented that this particular race’s genesis was from neither the Uplift virus (see Wisdom from the Wastelands issue 6: Factions), nor was it from random mutation.

These creatures were genetically engineered. The reason as to why and who did this remains shrouded in mystery – although the little evidence that is available points to the fact that it might have been an alien race that did it quite literally for shits and giggles.  The end result is that they are now a viable and self-replicating race of diminutive but dangerous bipedal Raccoons.

Physically these creatures appear little different than their original ancestors. They are typically about 2-3’ in height and weight in around 30-50 lbs. The fur and markings are exactly the same as they are in their un-mutated ancestors.

What separates them from their ancestors is that they have the same intellect as regular humans, use tools and especially weapons, and wear clothing and armor (tailored to their small stature).

They still share the inquisitive nature with their ancestors however, and have developed quite the talent when it comes to tinkering and modifying technology and weapon systems. There are rumors that some of the more industrial members of their race have even found a way to construct powered armor to fit their small bodies.

Personality wise, these creatures are rather mercenary. They love combat, and have a natural affinity for it, but they also love to make money. They are also very loyal to those that they call friend, although winning one’s friendship is difficult, at best. Among their own kind they set up small communities, consisting of several family groups. They tend to live in small (to match their size) homes that are always filled with comforts and technological gadgets.

Part of their homes are given over to workspaces, where they can work on, repair, or just take apart items in order to improve them. Any weapon that they get their hands on they will take apart and improve the overall quality of the weapon. All items gain a +4 to their overall damage, and are always condition level 5. Also, any items carried by these creatures automatically gain a +4 to saving throws to resist condition level damage and suffer 1 level less damage than they normally would. For example, Rocket’s laser pistol was hit by an EMP attack and he fails the saving throw. Normally the weapon would suffer 1d3 condition levels of damage and the GM rolls a 1. With the bonus provided, Rocket expels a sigh of relief as his weapon remains undamaged.

These creatures do not mate for life. They will take a mate, produce 1d3 offspring, and unless there is a really strong bond between the parents, once the offspring reach four years of age, they will go on their separate ways and find new mates, although they do remain on good terms with one another, and the offspring decide which parent they wish to remain with until they reach ten years of age, which is considered to physical maturity for these creatures. They can live to be around forty years of age, although due to their life choices (as stated, they love combat), they tend to die well before they reach old age.

Many underestimate them due to their size and overall fragility (if you can get past the armor, it does not take much to kill them). But you do not have to be a giant to kill. Even though they do not possess the most impressive arsenal of natural weapons, their affinity for combat more than makes up for this. These diminutive creatures gain a +4 to hit in combat, no matter what weapon they are using.

And never laugh at them or call them vermin. This will trigger a near-rage in them and they will gladly engage in combat with whoever insulted them. Once again due to their size, this has led to the death and downfall of many a foe as they cannot believe that such a small creature can be so deadly.

Mutations: Aberrant form (new body parts), intellectual Affinity (tinkering, martial.

Source: Rocket Racoon (Guardians of the Galaxy)