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W20 - Changing Breeds.pdf

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RitesRatkin make extensive use of mystic rites, and manyof the same rites as Bone Gnawers (such as the Rite ofthe Cardboard Palace). They also use a variation of theRite of the Totem called the Dedication Rite, whichconsecrates a band of wererats into a pack bound topursue a specific, particular goal. One rite, however,stands above all others in importance.Hazer TagLevel One, MysticThe Ratkin have learned time and again that othershapeshifters, especially Garou, will blame them whenthings go wrong. This would not worry the Ratkin, exceptthat some werewolves are also very good at tracking therats back to their nests. This rite throws them off theRatkin’s scent.System: The Ratkin performs the rite over a sampleof his own excrement before secreting it on an unawarepatsy — often easier if the Ratkin uses droppings fromhis Rodens form. For (Gnosis) days, all attempts to locatethe Ratkin will lead to the chosen patsy. Trackers usingsupernatural senses may find the Ratkin, but only if theyroll more successes than the ritemaster.Rite of the Birthing PlagueLevel One, MysticGarou inherit a legacy of heroism; Ratkin receivea curse. During this rite, the Rat Totem leads the packof wererats to their Kinfolk, and a solitary shapeshifterattacks and bites the victim, infecting her with the BirthingPlague. Ordinary humans and weak-blooded Kin diein agony; the strongest Kinfolk emerge as new Ratkin.System: The ritual only affects Ratkin Kinfolk.After delivering the bite, the ritemaster rolls Wits +Rituals (difficulty 7). The victim must make a Staminaroll with a difficulty equal to (10 – the ritemaster’s successes)to survive the hallucinations, visions, and feversof the Birthing Plague. If the target survives, roll onedie. On a result of 8-10, the Kinfolk survives unscarred.3-7 indicates that the victim survives, but with a newderangement. Only on a result of 1-2 (for humans) or 1(for rats) does the victim emerge as Ratkin.FetishesRatkin make use of a great number of fetishes, includingsome that mimic the function (if often not theform) of Garou fetishes. Others, especially those createdby the Ratkin Engineers, can appear as almost anything— and have similarly bizarre effects. Every member ofthe Warrior Aspect knows how to create a special Fetishcalled a Pain-Dagger, and must create one of these holyweapons to join the Aspect. These Blade Slaves start playwith a Pain-Dagger, but may spend dots on the FetishBackground to increase its power.Standard Issue SunglassesLevel One, Gnosis 6The Ratkin get everywhere but tend to be twitchyand easily noticed in a crowd. An air-spirit bound into acheap pair of sunglasses, this fetish helps deflect suspicion.These sunglasses make humans ignore the presence ofthe Ratkin as much as possible.System: When the Ratkin activates the fetish shebecomes practically invisible to humans, no matter whatform she is in. Anyone looking for the Ratkin must makea Perception + Alertness roll (difficulty of the fetish’sGnosis); she needs to beat the Ratkin’s activation successesto find her.Pain-DaggerLevel One, Gnosis 6The Pain Dagger is a sacred blade crafted from somethingof significance to the Blade Slave and bound witha spirit of war, of disease, or of pain. It is an expression ofthe purity of a Ratkin’s devotion to the Warrior Aspect.The blade is only used in battle; once it is drawn, theWarrior’s pride is at stake. Only a Blade Slave can ownand bond to a Pain Dagger — stealing one from a Warrioris tantamount to stealing a piece of their soul, andany non-Warrior to own a Pain Dagger will not live toknow the prize they have stolen. The Blade Slave musttreat the spirit inside the blade with respect or face asignificant loss of Renown.Drawing a Pain-Dagger takes a point of Gnosis, whichautomatically activates the fetish. It’s an easy weaponto use — the difficulty to attack with it is 5, and it dealsStrength + 1 aggravated damage to anything except thewererat bonded to the Pain-Dagger.Some Pain-Daggers allow the wererat to use a Charmof the spirit bound within. Each Charm increases the PainDagger’s level by one. The wererat must take two dots ofthe Fetish Background per Charm. Each use requires anactivation roll for the fetish. Any of the following charmsare available if the character has bound an appropriate spirit:Airt Sense, Armor, Blast, Create Fires, Create Wind, Freeze,Shatter Glass, Short Out, or Tracking. Use the successeson the activation roll in place of any required roll or spiritTraits — Armor or Freeze would use the successes in lieuof the spirit’s Rage or Gnosis, Shatter Glass or Trackingwork as normal as long as the Fetish activation succeeds.RATKIN191

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