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Chaser

Chasers are upgraded Blade Traps, equipped with a single eye. Unlike the classic Blade Trap, Chasers do not have to return to their origin point to attack again. They mindlessly follow a chosen foe, trying to catch them in their whirring blades.

Chaser
Rank 2 Mechanical Trap
HP: 20 MP: 0 SP: 16
Defense: 26 (Impervious) Concentration: 13
Initiative: +4 Evasion: 7
Size: Medium Vitality: 16
Movement: 4 (Walking)
Strike Damage: 14
To-Hit Check: +8 Range: Melee
Boot-Cut Buzzsaw Damage: 14
8 Stamina Range: Melee
You cut through the foe in a straight line, ending on the other side of them. Make a Disarm attempt against the foe (Accuracy and Combat v. Vitality); on success, you knock their Leg armor off, depriving them of its use.
Default Weapon: Chaser’s Blade
(Rank 2 Metal Dagger)
Accuracy: 4 Attack: 8 Durability: 9
Cardinal Charger (Passive)
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West).
Night-Unstoppable (Passive)
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed.
Instinctive Intelligence
Immunity: Blind, Distracted, Flirt
Combat 6 Willpower 0 Accuracy 4
Hearts 5 Magic 0 Stamina 4
Athletics 4 Arcana 0 Nature 0
Civilization 0 Perception 4 Agility 4
Fortitude 6 Influence 0 Command 0
Intimidate 3 Discipline 3 Insight 0
Mechanics 2 Perform 0 Guile 0
Smithing 2 Enchanting 0 Cooking 0
Drops Weapon (when available)
2x Soldier Steel (Rank 2 Metal)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.