Ratkin General Gifts

Rank One

City Running (Level One)
This Gift allows a Ratkin to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. It is taught by an ancestor-spirit or an urban city-spirit.

System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.

Cloak of Shadows (Level One)
The Ratkin can hide himself, and anyone he’s touching, in shadows. A night-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Stealth (difficulty 6). The Ratkin and a number of others equal to his successes gain one automatic success on all Stealth rolls for the rest of the scene.

Darksight (Level One)
All Ratkin have a degree of night vision; this Gift magnifies that ability. A night-spirit teaches it.

System: When the Ratkin activates its night vision (see Traits, p. 182), the enhancement lasts for eight hours and grants perfect vision in the dark. The player rolls Perception + Occult (difficulty 7); each success adds one die to all Perception rolls for the rest of the scene (maximum of three extra dice). With five successes, the Ratkin might even see sound or sense heat signatures.

Rank Two

Crawling Chaos (Level Two)
The wererat’s hands and feet spout hundreds of tiny hooks, allowing her to climb across or cling to any surface — even sheer horizontal surfaces and ceilings. A gecko-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the character can move across any solid surface at her normal walking speed. Staying attached to a vertical surface or ceiling while taking any more strenuous movement (fighting, moving faster than walking speed, attempting to dislodge a steam grate) requires a reflexive Stamina + Athletics roll, difficulty 7).

Deep Pockets (Level Two)
The Ratkin can store innumerable items about his person, far more than should be possible. A packrat-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Enigmas. Each success lets the character hide one extra item (small enough to be held in one hand) somewhere on his person. If searched, none of these items will turn up. Once an item is removed from hiding, this Gift must be used again to put it back.

Rank Three

Backbite (Level Three)
The wererat disappears and instantly reappears behind an opponent up to 50 feet away. This Gift is taught by grasshopper mouse-spirits.

System: The player spends one point of Gnosis and Rage; the victim must be within line-of-sight. The wererat can immediately attack in the same turn at –2 difficulty.

Squeeze (Level Three)
So long as there is any sort of a crack or opening (no matter how small), a Ratkin can slip through an otherwise solid object to the other side. This Gift only works to pass through objects that are a yard or less in depth: a locked door, a wall, or a bank vault, but not a mountain. Air-spirits teach this gift.

System: The player spends one Willpower and rolls Dexterity + Enigmas (difficulty 6). With a success, the Ratkin is able to squeeze through the opening and emerge on the other side. Three or more successes allow the wererat to pull another person through with him.

Rank Four

Attunement (Level Four)
The wererat may commune with the spirits of a city or town and gain information about the area from them, including a rough population estimate, enclaves of Ratkin or other beings, and any secret tunnels. This Gift doesn’t function in the wilderness. A rat-spirit teaches this Gift.

System: The player spends one point of Gnosis and rolls Perception + Streetwise (difficulty 6). The amount and accuracy of the information depend on the number of successes rolled.

Gnaw (Level Four)
The wererat’s jaws strengthen until she can chew through nearly anything. Her fangs inflict more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Hyena- and wolf-spirits teach this Gift.

System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. Additionally, the Gift grants a character’s bite two extra dice of damage for the rest of the scene.

Rank Five

Riot (Level Five)
The wererat summons a horde of malevolent spirits to provoke the inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the poor, the homeless, immigrants, and others the citizenry would rather not acknowledge. The Ratkin can direct the riot to a limited degree. A rat-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8). If successful, the spirits direct their hosts against a target of the Ratkin’s choice — though things tend to escalate and spin out of control easily. The riot engulfs an area with a radius of one mile per success rolled.

Survivor (Level Five)
The wererat becomes an ultimate survivor, with no need of food, water or sleep. She ignores temperature extremes, natural diseases, and poisons. Wyrm toxins have only half their normal effect on her. A tortoise-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival. The effects last for one day per success. By spending a second Gnosis point, the character can gain three extra points of Stamina, and suffers no wound penalties, but the Gift will prematurely expire 10 rounds later. The Ratkin must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry.

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