Knife Skulker Gifts

Rank One

Rat’s Judgment (Level One)
It falls upon the Knife Skulker to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the wererat’s claws and fangs to burn with the righteous power of law.

System: The player spends one Willpower point. For the next full day, all of the Ratkin’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm, any tainted human is susceptible to this gift.

Sticky Paws (Level One)
The Ratkin snatches away an opponent’s weapon and may wield it himself. An avatar of Rat teaches this Gift.

System: The player spends one Rage point and rolls Dexterity + Melee (difficulty of the victim’s Dexterity + 3). The victim cannot resist; such is the nature of the Gift.

Truth of Gaia (Level One)
The Knife Skulker may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.

Rank Two

Chitter (Level Two)
The Ratkin lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation (difficulty equals the opponent’s Wits + 3). Each success subtracts one die from an opponent’s dice pools for the next three turns. This Gift takes one full turn to invoke.

Stalk (Level Two)
If the wererat knows anything about her prey—even a nickname, initials, or crude description—she can track it as fast as she can travel. This unerring sense of direction works anywhere, and is as useful for tracking spirits through the Deep Umbra as Pentex executives through Baltimore. A wolf- or dog-spirit teaches this Gift.

System: No roll is required unless the target is actively hiding, in which case the player rolls Perception + Enigmas against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Rank Three

Doppelganger (Level Three)
The Ratkin may take the exact likeness of any other human, rat, or Ratkin. A chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture, and scent, are identical. The effects last for one day per success (though the Garou may end them at will).

Paralyzing Stare (Level Three)
The Knife Skulker directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.

System: The Ratkin concentrates for one turn. The player spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). Each success freezes the target in place for one turn, rendering her unable to move or attack (though she may still defend herself). The target must be able to see the Ratkin

Rank Four

Open Wounds (Level Four)
The wererat causes the next wound he inflicts to bleed profusely, weakening his opponent further. A pain-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Knife Skulker’s next attack does any damage, the target will bleed continuously, suffering one unsoakable lethal damage per turn for a number of turns equal to the number of
successes rolled.

Rank Five

Geas (Level Five)
This Gift binds an individual or group to a sacred oath. While the geas cannot force and individual to act against her nature (such as to allow herself to be killed), it also doesn’t allow her to act against the task the Knife Skulk has set before her. This Gift is taught by an Incarna avatar.

System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the opponent’s Willpower, or the highest Willpower in a group). The compulsion to complete the task set out in the geas lasts until the task is completed or the target is harmed to the point of incapacitation in pursuit of the quest.

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