Classification: Union // Open

Tribes & Fera

118 records

Random
Name ▲ Kind Source
Aethera InamorataCampW20
AjabaFeraCB, W20
Amazons of DianaCampW20
Ana-gaminCampW20
AnanasiFeraCB, W20
Angels in the GardenCampW20
Anointed OnesCampW20
Bacchantes (or Maenads)CampW20
Bane TendersCampW20
BastetFeraCB, W20
Bitter HexCampW20
Black FuriesTribeW20
Bone GnawersTribeW20
Bringers of LightCampW20
Brotherhood of HerneCampW20
BunyipLost TribeW20
CampsCampW20
Children of CrowCampW20
Children of DireCampW20
Children of GaiaTribeW20
City FarmersCampW20
CoraxFeraCB, W20
Corporate WolvesCampW20
CroatanLost TribeW20
Cyber DogsCampW20
Demeter’s DaughtersCampW20
DesertersCampW20
Dies UltimaeCampW20
DispossessedCampW20
Dying CubsCampW20
Earth GuidesCampW20
Fangs of GarmCampW20
FiannaTribeW20
FrankweilersCampW20
FreebootersCampW20
Get of FenrisTribeW20
Glass WalkersTribeW20
Glorious Fist of WotanCampW20
Gluskap’s LodgeCampW20
Grandchildren of FionnCampW20
GurahlFeraCB, W20
Hand of TyrCampW20
HarbingersCampW20
Heavenly Successors of the Demon-EaterCampW20
HillfolkCampW20
HoodCampW20
HousesCampW20
Imminent StrikeCampW20
Inner PathCampW20
Judges of DoomCampW20
KitsuneFeraCB, W20
Klaital PukCampW20
Lodge of the Predator KingsCampW20
LodgesCampW20
Loki’s SmileCampW20
Lords of the SummitCampW20
Mechanical AwakeningCampW20
Mjolnir’s ThunderCampW20
MokoléFeraW20
Moon-DaughtersCampW20
Mother’s FundamentalistsCampW20
Myeengun’s LodgeCampW20
NagahFeraCB, W20
NuwishaFeraCB, W20
One TreeCampW20
Order of Our Merciful MotherCampW20
OuroboroansCampW20
Path DancersCampW20
Patient DeedCampW20
Philosophical DivisionsCampW20
Random InterruptsCampW20
Rat FinksCampW20
RatkinFeraCB, W20
Red TalonsTribeW20
Revolutionary GuardCampW20
Road WardersCampW20
RokeaFeraCB, W20
Sacred HoopCampW20
Sacred ThreadCampW20
ScoutsCampW20
Secret HoopCampW20
SeekersCampW20
Seekers of the Lost TribesCampW20
Servants of UnicornCampW20
Shadow LordsTribeW20
Silent StridersTribeW20
Silver FangsTribeW20
SisterhoodCampW20
SkywalkersCampW20
Society of Bitter FrostCampW20
SongkeepersCampW20
StargazersTribeW20
SwarmCampW20
Swords of HeimdallCampW20
Swords of NightCampW20
Temple of ArtemisCampW20
TraditionalistCampW20
Trance RunnersCampW20
TricksterCampW20
Tuatha de FionnCampW20
UktenaTribeW20
Umbral PilotsCampW20
Urban PrimitivesCampW20
Valkyria of FreyaCampW20
VisionaryCampW20
Warders of the LandCampW20
WayfarersCampW20
Web WalkersCampW20
WendigoTribeW20
Whelp’s CompromiseCampW20
WhippoorwillTribeBotW
Whispering RoversCampW20
White HowlersLost TribeW20
Wise GuysCampW20
World TreeCampW20
Wyld ChildrenCampW20
Ymir’s SweatCampW20
ZephyrCampW20
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

Breed

  • Homid werewolf/faction/breed/homid
  • Metis werewolf/faction/breed/metis

Gifts

Tribes & Fera

Referenced by 54

Bestiary

Gifts

Items

Places

Rules

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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