Ratkin Homid Gifts

Rank One

Cooking (Level One)
The homid takes up a small pot (an old coffee can will do) and a spoon, and fills it with whatever he can find — cigarette butts, beer cans, old newspapers, dead leaves, whatever — adds water (spit will do), and stirs. The result is a pasty and bland-tasting, but filling and nutritious mush. A raccoonspirit teaches this Gift.

System: The player rolls Wits + Survival (difficulty 6). The resulting meal feeds one person per success.

Eau de Rat (Level One)
The homid can amplify his natural musk until it incapacitates his foes. A stinkbug-spirit teaches this Gift.

System: The player spends one point of Gnosis. For the duration of the scene, all beings other than the wererat and her packmates that can smell and are within 20 feet (6 m) of the Garou subtract two from all dice pools as they fight to breathe.

Persuasion (Level One)
This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows uccessful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Rank Two

Filch (Level Two)
The wererat becomes an expert at using misdirection to take what he wants, whenever he wants. Chipmunk-spirits teach this gift.

System:The character permanently adds three dice to all Larceny actions to steal something in plain sight (such as by pickpocketing).

Instinct (Level Two)
This Gift forces its target to indulge his basest impulses for one turn. The Ratkin must provoke the victim’s reaction in some way. Mouse spirits teach this gift.

System:The player spends one Rage point and rolls permanent Rage (difficulty equal to the victim’s Willpower). The target loses all restraint and impulse control for one turn.

Rank Three

Ratman (Level Three)
With a bit of practice, the wererat learns to assume a new form between Homid and Crinos, rather like a Garou’s Glabro form. Though still mostly human, this new form gains exaggerated “ratlike” features: beady eyes, a long nose, gnarled hands, sharp incisors. A City Mother or City Father teaches this Gift.

System:This form may be assumed in the same fashion as werewolves assume Glabro form, as a permanent ability. The Ratman’s traits are: Dexterity +2, Charisma +1 (to rats), Charisma –1 (to humans), and Perception +2. The difficulty of Subterfuge and Stealth rolls’ difficulties are reduced by 2, and the character may make claw attacks which inflict lethal damage.

Reshape Object (Level Three)
The Ratkin can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.

System: The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.

Rank Four

Blink (Level Four)
The homid can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6). The character can reappear in any shaded area within (number of successes x 20) yards (18 m per success).

Body Wrack (Level Four)
Pouring her Rage and pain into an opponent, the Fury induces debilitating agony. Victims tend to fall to the ground, screaming between convulsions. A pain-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Gnosis (difficulty equals the victim’s Stamina + 3). If successful, the target is left stunned and convulsing for one round per success. Additionally, the target subtracts one die from all rolls for the rest of the scene.

Rank Five

Ugly Truth (Level Five)
This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift.

System: After biting the target the player spends a Gnosis point and rolls Charisma + Empathy. Only one success is needed.

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