Roden Gifts

Rank One

Absolute Balance (Level One)
The Roden is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.

System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift’s effects are permanent.

Leap of the Kangaroo Rat (Level One)
The wererat can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even fleaspirits occasionally do so as well.

System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character’s leaping distances are doubled for the scene — or tripled for a single turn with the expenditure of a Willpower point (see Jumping, p. 271).

Survival (Level One)
The Ratkin can sustain himself with his own Gnosis. A kangaroo rat-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Survival, difficulty 6. The character need not eat or drink for one day.

Rank Two

Devour the Dead (Level Two)
This gruesome Gift is used to clean up messes. The Ratkin summons a swarm of rat-spirits to consume a dead body, removing all physical evidence it was there. An avatar of Rat teaches this Gift.

System: The player spends one Gnosis point. The body is gone three turns later, all possessions carried off into the Umbra, probably never to be seen again.

Scamper (Level Two)
This Gift makes a fleeing Ratkin much harder to hit. A rat-spirit teaches this Gift

System: Once the character decides to flee from the battle, the player may spend one Gnosis point to add four dice to all dodge attempts. If the Ratkin changes her mind and stays in place, turns to fight, or returns to the fray in the same scene, the Gift ends and she immediately loses all remaining Rage and Gnosis.

Rank Three

Rat Thing (Level Three)
With a bit of practice, the Ratkin can learn to take on a form between Crinos and Rodens, rather like the Garou Hispo form. The result is a giant, lumbering Rat Thing: a long, furry quadrupedal rodent the size of a St. Bernard. A capybaraspirit teaches this Gift.

System: This form may be assumed in the same fashion as werewolves assume Hispo form, as a permanent ability. The form’s traits are: Strength +4, Dexterity +1, Stamina +1, Manipulation 0, and the brute can move at triple normal running speed.

Sliver Tooth (Level Three)
The Ratkin’s incisors leave behind nasty splinters in the wound when used to bite her enemies. Beaver-spirits teach this Gift.

System: After a successful bite attack, the player spends one Rage point. Any damage inflicted cannotbe healed until all the splinters are removed (requiring five successes on an extended Dexterity + Medicine roll, difficulty 6).

Rank Four

Mind of the Swarm (Level Four)
The wererat with this Gift is able to command a horde of mundane rats through sheer will. An avatar of Rat teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Animal Ken; the effects last for the Ratkin’s Obligation in hours. Each success allows the Ratkin to command up to ten rats.

Rat Emperor’s Wisdom (Level Four)
The wererat can communicate with other wild animals and attract or even command them. Domesticated animals may speak with the Ratkin, but they have given themselves over to the ways of humans and will provide no aid beyond information. Any animal spirit can teach this Gift, although lupus prefer to learn it from lion- or wolf-spirits.

System: The character gains the permanent ability to communicate with all animals, regardless of the form she wears. To attract animals, the player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). All animals within 10 miles (16 km) per success respond to the summons, and will follow any requests the Ratkin makes.It is considered customary to pay homage to the spirit of any animal ordered to sacrifice itself with this Gift; to do otherwise risks angering the spirit world

Rank Five

Feral Lobotomy (Level Five)
Unleashing a surge of pure Wyld energy, the wererat can devolve an opponent’s mind into that of an animal, effectively destroying his intelligence. A Wyldling teaches this Gift.

System: The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10) and spends a number of Gnosis points. If successful, the Ratkin can destroy the target’s Intelligence Attribute permanently; the target loses one Intelligence dot for each two points of Gnosis spent, and cannot lose more Intelligence than the number of successes rolled. Lost Intelligence is replaced with feral, animalistic behavior.

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