30.07.2015 Views

W20 - Changing Breeds.pdf

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Tough: All Blade Slaves have an extra Bruisedhealth level.Blood Lust: Blade Slaves are more susceptible toRage than other Ratkin. Their difficulty for Rage rolls isalways 5, regardless of the phase of the moon, the directionof the wind, the color of the sky, or any other factor.Initial Rage: 5Starting Gifts: Resist Pain, Slicing TeethFreak AspectsThe Ratkin claim the ends times are upon them,and during these strange days some who survive theBirthing Plague have strange and previously unknownvisions. These half-sane wererats are part of a number ofFreak Aspects. Whether these are four new Aspects, orall facets of one diverse Freak Aspect is not yet known.There are four types of Freak.• Engineers: The Engineers scavenge and modify humantechnologies in new and unique ways. The Weaver’sways fascinate and horrify them in equal measure, andonly turning the mad spinner’s contraptions against hercan sate a Ratkin Engineer’s fascination.Ratkin Engineers have the following Strengths and Weaknesses:Jury Rig: By spending a point of Gnosis and makinga successful Intelligence + Repair roll, the wererat cancreate a device no bigger than a large dog out of odds andends. This device can mimic (but not exceed) modernhuman technology, and functions for one scene. Thoughit doesn’t work for long, the Engineer can replicate anymodern device in a cave with a box of scraps.Clever Hands: Ratkin Engineers subtract 2 from thedifficulty of all rolls involving fine manipulationWith Genius Comes Madness: All Ratkin Engineerspossess one of the following flaws.Curious: Roll Willpower when presented with atechnological phenomenon; failure means you mustinvestigate it.Absent-Minded: While building or investigating anew technological device, you must roll Intelligence atdifficulty 9 to remember crucial facts.Delusions of Grandeur: You are certain you will triumphin grandiose ways and want everyone to hear aboutyour coming glory. You must spend a point of Willpowerin order to keep an invention or plan secret.Kleptomania: Roll Willpower to avoid pocketingitems that interest you or that could be useful in creatingyour next project.Initial Rage: 2Starting Gifts: Control Simple Machine, Trash isTreasure• Plague Lords: Masters of disease, Ratkin of thisFreak Aspect are also in many ways mastered by disease.184CHANGING BREEDSThrough strange bonds and friendship, each has a spirit ofplague or disease as an ally — and they bring pestilencewherever they travel.Plague Lords possess the following Strengths and Weaknesses:Instinctive Medicine: All Plague Lords receivethree dots in Medicine for free. This does not countagainst their starting allotment of Abilities, though goinghigher than Medicine 3 at character creation stillrequires freebie points.Spirit Ally: Each Plague Lord has an alliance with asingle specific spirit of pain or disease. This spirit teachesGifts and can provide information, however, these favorsare not without a cost (see Servitor of Disease, below).Servitor of Disease: The same spirit that aids thePlague Lord also requires services from him, such as spreadingdisease or performing horrific medical experiments.Failure to comply often means that the spirit causes thewererat’s friends and allies to sicken or die.Initial Rage: 3Starting Gifts: Poison Food, Sniffle• Munchmausen: The Munchmausen all suffer frombizarre delusions that only occasionally intersect with mundanereality. Not content to remain inside their own heads,the Munchmausen can bring others into their delusions.Munchmausen possess the following Strengths andWeaknesses:Beautiful Lie: Once a day, the Munchmausen can tellan elaborate and fantastic lie that is so perfect it shouldbe true. Roll Manipulation + Expression; everyone whohears the lie believes it to be true for one hour plus anadditional hour for each success.Silver Tongue: All Munchmausen receive threedots in Expression for free. This does not count againsttheir starting allotment of Abilities, though going higherthan Expression 3 at character creation still requiresfreebie points.Delusional: Each Munchmausen has at least onedelusion that they firmly believe and cannot be convincedis untrue. Possibilities range from an imaginary friend tobeing certain that they are an exile from fairyland or theruler of a distant but powerful country.Initial Rage: 4Starting Gifts: Persuasion, Tale Spinning• Twitchers: Paranoid anarchists who lash out ateverything around them, Twitchers are mindlessly violent,deeply paranoid, and filled with anger. Unable to containthe Rage building within them, Twitchers find that theycan commit atrocities without anyone remembering.Twitchers possess the following Strengths and Weaknesses:Anonymity: No one remembers a Twitcher. Humansmust make a Willpower roll (difficulty 8) to remember

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!