Blade Slave Gifts

Rank One

Fatal Flaw (Level One)
The Blade Slave can spy a target’s weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.

System: The Blade Slave concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target’s Wits + Subterfuge). Success grants the Ratkin an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.

Resist Pain (Level One)
Fortifying herself with purpose and will, the wererat shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

Slicing Teeth (Level One)
By raking his teeth over stone, steel, or some other hard surface, the wererat hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point and the Blade Slave takes a full turn sharpening her teeth. All teeth attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

Rank Two

Curse of Hatred (Level Two)
The Blade Slave takes hold of the hate in her soul and layers it into her words, scourging the spirits of those she addresses. A spirit of hate teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Expression (difficulty equal to the target’s Willpower). If she succeeds, her opponent loses two Willpower points and two Rage points. This Gift may be used on an opponent only once per scene.

Rat’s Teeth (Level Two)
As long as the Ratkin has at least one throwing weapon to hand (Nezumi prefer shuriken and kunai; most Ratkin make do with knives, bricks, and bits of broken glass), she may pull an infinite supply of similar projectiles from various places on her person. This Gift is taught by a gopher-spirit.

System: The player spends one Rage, enjoying infinite duplicates of the selected throwing weapon for the rest of the scene. All duplicate weapons somehow get lost, carried off by spirit rats, etc., and vanish into the Umbra within half an hour.

Rank Three

Bolt! (Level Three)
Fighting to the death is for suckers. This Gift allows the Ratkin to escape a fight he can’t win. This Gift is taught by a kangaroo rat-spirit.

System: The player spends one point of Gnosis and Rage; the Ratkin can teleport up to 50 feet toward the nearest exit within his line-of-sight.

Improvisation (Level Three)
Anything may become a lethal weapon in the Blade Slave’s hands. Any of Rat’s brood can teach this Gift.

System: The player spends one Rage point. Whatever improvised weapon the Ratkin seizes may be used to make difficulty 6, Strength + 2 attacks, with damage type determined by the prop in question.

Rank Four

Persecution Complex (Level Four)
The Blade Slave attunes all her senses to her surroundings, becoming preternaturally aware of her opponent’s doings and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Athletics (difficulty 7). All opponents’ dice pools to hit the Ratkin decrease by a number of dice equal to the successes rolled. This penalty applies even if the werewolf cannot see the attack coming. This Gift’s effects last for one scene.

Rank Five

Blessed Frenzy (Level Five)
The greatest Blade Slaves have no fear of fighting even a horde of opponents. They can not only avoid their foes’ attacks, but can channel those attacks toward other enemies. Thus the Blade Slave’s flowing movements turn a mob of murderous fomori into a weapon directed against itself. A wind-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Athletics (difficulty equals the highest Wits of any present opponent + 3). Each success enables the Ratkin to perfectly dodge one attack orto redirect one attack directed at her to strike a different target during that turn. The Blade Slave may not use this Gift multiple times in one turn or spend Rage during the same turn, although she may take multiple actions in the standard fashion.

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