Shadow Seer Gifts

Rank One

Rat Mother’s Touch (Level One)
The Shadow Seer channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the wererat herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Sense Weaver (Level One)
As the metis Gift: Sense Wyrm, but detecting Weaver emanations.

Sense Wyrm (Level One)
The wererat can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Ratkin often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Rank Two

Name the Spirit (Level Two)
The wererat gains an instinctive rapport with denizens of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. Owl- and raven-spirits teach this Gift.

System: The player spends one Willpower and rolls Perception + Occult (difficulty 8).

Spirit Snare (Level Two)
The Shadow Seer casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 8) as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit’s effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don’t stack.

Rank Three

Command Spirit (Level Three)
The Shadow Seer can give commands to spirits she meets and expect obedience. The Gift doesn’t grant the ability to summon spirits — only to compel them to obey. As always when dealing with spirits, clear wording is essential, as some clever spirits may attempt to twist the spirit of issued commands while obeying them to the letter. Any Incarna avatar can teach this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty is the spirit’s Gnosis). The character can issue successive commands once the spirit is under her control; each additional command requires that the player expend an additional Willpower point. The spirit cannot be ordered to leave a place or object (or, in the case of fomori, person…) to which it is bound.

Exorcism (Level Three)
This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.

System: The wererat must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism.

Rank Four

Pulse of the Invisible (Level Four)
Spirits fill the world, and none know this fact better than the Shadow Seer. This Gift grants constant awareness of the spirit world. Even in the physical world, the Shadow Seer can interact with spirits in the Penumbra at will. While most spirit activity isn’t worth watching, the Shadow Seer will be automatically aware of any dramatic changes or upheavals nearby. Any spirit can teach this Gift.

System: If the Ratkin’s permanent Gnosis equals or exceeds the local Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to look through the Gauntlet (difficulty of the Gauntlet rating). Such awareness lasts for the rest of the scene or until the character enters an area with a stronger Gauntlet

Rank Five

Feast of the Dead (Level Five)
By devouring the heart or brain of another, the Ratkin temporarily gains some of that individual’s power. This Gift is taught by a rat-spirit.

System: After eating the heart or brain of another supernatural being, the Ratkin gains three of its powers (chosen at random by the Storyteller) for the next 24 hours. This Gift can only be used once on a single corpse.

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