Tunnel Runner Gifts

Rank One

Danger Sense (Level One)
When a ship is sinking, the rats leave first. The Tunnel Runner gains an instinctive flash of warning when danger is near. Rat-spirits teach this Gift.

System: The Storyteller warns the character when danger is imminent (though not the nature of the threat) one turn before it appears. This Gift’s effects are permanent.

Silent Running (Level One)
The Ratkin can hide his tracks from all means of detection, supernatural or otherwise. Wind-spirits teach this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Subterfuge. The Ratkin leaves behind no physical traces of his passage for the rest of the scene, and any magical tracking attempt raises its difficulty by 1 per success to a maximum of 9.

Rank Two

Sigil (Level Two)
As the Corax Gift: Word Beyond, but also functions outside the Umbra.

This Gift allows the Ratkin to create a message out of any available materials, which can be instinctively understood by other wererats. One of Coyote’s brood teaches this Gift.

System: The player rolls Wits + Expression (difficulty 6) to create a marker out of nearby materials. The number of successes indicates the complexity of the message that can be encrypted into the marker; one success would suffice for simple concepts such as “danger” or “safe haven,” while five successes could convey complex concepts equivalent to a short essay. Non-Ratkin cannot read these markers

Urban Camouflage (Level Two)
The wererat becomes utterly nondescript, fading from notice. A fogspirit teaches this gift.

System: The player spends one Gnosis point and rolls Intelligence + Stealth (difficulty 8). Success makes the Ratkin unnoticeable so long as he stays in a crowd and takes no violent actions. This Gift doesn’t work during combat.

Rank Three

Bolt! (Level Three)
Fighting to the death is for suckers. This Gift allows the Ratkin to escape a fight he can’t win. This Gift is taught by a kangaroo rat-spirit.

System: The player spends one point of Gnosis and Rage; the Ratkin can teleport up to 50 feet toward the nearest exit within his line-of-sight.

Evasion (Level Three)
Pushing the fire in his heart into his limbs, the Runner hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three dice to the defense.

Rank Four

Speak in Tongues (Level Four)
This Gift allows Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Ratkin may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.

System: The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene.

Rank Five

Cheese It! (Level Five)
This Gift allows the Tunnel Runner’s entire pack to escape from danger. This Gift is taught by a kangaroo-rat spirit.

System: The player spends three points of Gnosis and Rage. Every member of the wererat’s pack, including herself, benefits from the effects of Bolt! They need not all teleport toward the same exit.

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