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Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryPentex SubsidiaryWerewolfBotW
AdvancedPentex SubsidiaryWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoTribeWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
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An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
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Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptistePentex SubsidiaryWerewolfBotW
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Classification: Union // Open Ref werewolf/faction/fera/ratkin

Ratkin

Fera · Werewolf

Werewolf

Desperate situations require desperate methods. The Ratkin instinctively know the world is dying from the Wyrm’s corruption, but also from the Weaver’s stagna­

tion, overpopulation, and rampant technology.

Survival at any cost requires radical action

and visionary thinking, both fueled by the

raw power of the

Wyld. There is no hope of regaining balance on this planet; as a result, wererats are notoriously unbalanced, unpredictable, and often unstable. For the children of Rat, violent revolution and powerful urban magic are the best hope for thriving in a world gone mad.

Rat is a totem of war, so these feral, twitchy little beasties have become masters of guerrilla warfare, using everything from outbreaks of disease to stockpiled am­ munition from modern militias. Small packs of Ratkin

rampage across all five continents, leaving a trail of

chaos, crime, and killing in their wake. When

life is Hell, however, they bolt to where

they can lurk, hide, and heal. Larger colonies burrow deeper, breeding and

scheming as they prepare for war

against human civilization. Living among humans, isolated wererats find revelations in distorted dreams and bursts of temporary insanity.

Their war for the fate of the world never ends, and each time one dies, hateful relations are ready to take his place. When the Garou can’t find a reasonable way to save the world, Ratkin use their own extreme methods, often with horrific results.

reeds: Homids usually live on the fringes of human society or hide in mun­

dane jobs until they snap. Rodens are

unusually feral rat-born. Metis typically grow up disconnected from human so­ ciety and the “pure” rat life.

Breed determines Gnosis. Homids have Gnosis 1, metis have Gnosis 3, and rodens have Gnosis 5.

Aspects: Tunnel Runners wan­ der the world as scouts of the swarm.

Shadow Seers hunt for spiritual secrets,

skirting the boundary between wis­ dom and madness. Knife-Skulkers

strike temporary deals, conspiring as negotiators, assas­ sins, and executioners. Blade Slaves wage wars with dirty tricks and guerilla tactics. Stranger “Freak Aspects” have also been sighted.

Each aspect determines starting Rage: Runners have Rage 1; Seers have Rage 2; Skulkers have Rage 3; and Blade Slaves have Rage 4.

Traits:

• A Ratkin’s starting Willpower is 3 (unless he belongs to a rare Ratkin tribe.)

• Ratkin use Rage and Gnosis like Garou. However, when a Ratkin’s temporary Rage exceeds Gnosis, she be­ comes twitchy and more prone to violence; as temporary Gnosis exceeds Rage, she becomes more delusional or introspective.

• A lone Ratkin needs privacy and a “shiny thing” to step sideways; a pack uses the Rite of the Bolthole.

• Ratkin regenerate like Garou, and they’re vulner­ able to silver.

• Ratkin never get lost underground. They’re immune to disease, their blood is toxic, they have night vision, and they can speak to rats. When one induces Delirium, treat the victim’s Willpower as two points higher on the Delirium Chart. (Ratkin characters have other useful traits that antagonists don’t often use.)

Ratkin Kinfolk have supernaturally tainted blood. Ratkin can bite Kinfolk and perform the Rite of the Birthing Plague to incite a First Change. Some victims successfully transform; others die.

Forms: Wererats can assume three forms. Homid: In Homid form, Ratkin infiltrate human society, especially its seedier or more fringe elements. Many of their human breeding partners are sketchy,

recklessly promiscuous, misunderstood, or “ratlike.”

Crinos: In Crinos, a Ratkin is about 20% taller and a little bulker, but many slouch. Claws and teeth inflict aggravated damage. Whiskers shiver, and eyes are bright. Modifiers: Strength +1, Dexterity +4, Stamina +2, Charisma –2, Appearance –1, Perception +1

Rodens: This form resembles the species Rattus rattus or Rattus Norwegicus. It might be as small as a kangaroo rat or as large as a housecat. In Rodens form, rodens breed wererats have tiny opposable thumbs. Modifiers: Strength –1, Dexterity +2, Stamina +2, Perception +3.

Sample Gifts: The Rat Totem bestows many Bone Gnawer Gifts to Ratkin. Basic Garou Auspice Gifts make for good quick-and-dirty Aspect Gifts, such as Ragabash Gifts for Runners, Theurge Gifts for Seers, and Ahroun Gifts for Blade Slaves. Knife-Skulkers combine Ragabash stealth with Philodox negotiation.

STEREOTYPES

Bone Gnawers: Brothers and sisters! You know what needs to be done, but you’re holding back! Don’t live like slaves. Rise up and fight!

Glass Walkers: You sold your souls for money and privilege. All the corporations and profits you built up? We’re going to tear them all down. This city is now ours.

Bastet: Ha ha ha ha ha! Pompous, preening cat creature! I left ya a little something in your litter box. You’ll find it! It’s the part that’s on fire.

See also 15

Abilities & Attributes

Gifts

Places

Tribes & Fera

  • Bastet werewolf/faction/fera/bastet
  • Glass Walkers werewolf/faction/tribe/glass-walkers
  • Homid werewolf/faction/tribe/homid
  • Metis werewolf/faction/tribe/metis
Referenced by 54

Bestiary

Gifts

Items

Places

Tribes & Fera

  • Ananasi werewolf/faction/fera/ananasi
  • Kitsune werewolf/faction/fera/kitsune
  • Mokolé werewolf/faction/fera/mokole
  • Rat Finks werewolf/faction/camp/rat-finks
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