MCC Stat Block: Sarbis 'Earth Pigs' (1d20 (10)): Init +5; atk 2 x claws melee +7 (1d5+5); AC 12; HD 5D7 hp 20 each; MV 11' or Burrow 15' ; 1d20; SV Fort +3, Ref +2, Will +1
Mutations: (P) Heightened Vision, Heightened Taste, Heightened Smell, Manipulative Claws, Directional Organ
Number Appearing: 1d20
Morale: 11
Hit Dice: HD 5D7
Armor: 2 (AC 12)
Size: Medium 1.5 Meters
Movement: MV 11' or Burrow 15'
Attack: 2 x Claws melee +7 (1d5+5)
MS: 13
PS: 22
IN: 16
DX: 16
CH: 16
CN: 18
Frequency: Uncommon
Organization: Tribal Mining Camps
Activity Cycle: Diurnal
Diet: Omnivore, prefers Ants and Termites
Habitat: Plains, Desert, Hills, Temperate, Hot, Forest, Underground.
Tech Level: 2
- 6
Artifacts: W / X , H
Description (Initial Observations): The sarbis looks strikingly like a 2-meter-tall bipedal aardvark. Its body is covered with coarse yellow to gray fur, and its face is dominated by a long snout. The hands, while manipulative, end in powerful claws good for digging and fighting. Sarbises can be found in almost any terrain except the coldest. Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners. The camps are a mixture of above and underground constructions. Sarbises are paranoid that others (especially other sarbis) might try to "claim-jump" their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals ingots of pig iron, copper, lead, tin, nickel; bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories. Each camp is ruled by a strong man, a single leader who achieved his position through bullying and threat. All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange.
Description (Additional Observations): The Sarbis are a race of humanoid aardvarks. Though they walk erect and are more human-shaped than their quadrupedal ancestors, they still are unmistakably aardvarks - complete with claws at the end of their arms and legs (though the hand / claes are now somewhat manipulative), a long snout, and extremely powerful body. The Sarbis are usually miners, though they live above ground in human-type dwellings. They do not use digging tools, as their extremely power claws are all they need to burrow deep beneath the earth. To this same end, they have evolved a directional organ which always lets them know where they are in relation to north. Their heightened senses are particularly effective underground and they are impossible to surprise once they enter caves, tunnels, or any other dark subterranean environments.
Equipment: Sarbis have been known to employ a rare tech level 3 item along with their more common tech level 2 devices and weapons. They seldom wear any clothing or armor, usually just gear for holding or carrying provisions and devices.
Reactions: No known interactions
Behavior: Sarbis usually establish large above ground mining camps. There are very well protected by the huge amount of slag the Sarbis mine and dump out around the camp, making it almost impossible for a direct charge of any type. They also construct tall guard towers around the area to oversee the area and guard the access roads from the camp to any other establishments there and the outside world. Sarbis are notorious traders, having to rely heavily on the outside world for food (primarily meat or insects) for any comforts. They are particularly fond of large insects for food and prefer Skyzorr'n above all others.
Behavior: Behavior not recorded
Society: Sarbis form large communities called "camps." There is always one dominate male who rules the camp. As previously mentioned, Sarbis are usually miners and provide much of the raw minerals for Gamma World societies. There value in this capacity, plus their dangerous nature when crossed, have made them better allies than slaves or subjects.
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