Difference between revisions of "Ratkin Rites"

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{{:Template:Rites}}
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* [[RatkinRenown|Main Ratkin Page]]
 
* All [[Ratkin_Gifts|Ratkin Gifts]]
 
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* [[Ananasi_Rites|Ananasi Rites]]
 
* [[Bastet_Rites|Bastet Rites]]
 
* [[Corax_Rites|Corax Rites]]
 
* [[Garou_Rites|Garou Rites]]
 
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* [[Gurahl_Rites|Gurahl Rites]]
 
* [[Mokole_Rites|Mokole Rites]]
 
* [[Nuwisha_Rites|Nuwisha Rites]]
 
* [[Rokea_Rites|Rokea Rites]]
 
  
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* [[RatkinRenown | Ratkin Renown]]
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* [[Ratkin Gifts]]
  
 
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Sources: PGttCB 146-147, Ratkin 68-73
 
Sources: PGttCB 146-147, Ratkin 68-73
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{|class="wikitable" style="text-align: center;" width="25%"
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! style="min-width: 125px" | Type
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! style="min-width: 125px" | Roll
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! style="min-width: 125px" | Difficulty
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|-
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| '''<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>'''
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|Wits + Rituals
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|7
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|-
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| '''<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>'''
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|Cha + Rituals
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|7
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|-
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| '''<font color=green style="text-shadow: 5px 5px 8px green;">Nest</font>'''
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|Varies (Max. Gnosis)
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|7
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|-
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| '''<font color=red style="text-shadow: 5px 5px 8px red;">Punishment</font>'''
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|Cha + Rituals
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|7
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|-
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|}
  
 
='''Ratkin Rites'''=
 
='''Ratkin Rites'''=
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* Rite of the Swarm
 
* Rite of the Swarm
 
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'''Level 5'''
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'''Level Varies'''
 
* Rite of Warding
 
* Rite of Warding
  
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==Level 1==
 
==Level 1==
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Artifice Dedication (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite allows a ritualist to bind an object or article of clothing to a fellow Ratkin. By laying paws on any mundane item, the ritualist can ensure that it will remain with the dedicated rodent while he shifts between forms. There is one major difference between this rite and Talisman Dedication: If desired, the size of the artifact can be greatly reduced when a wererat shifts, down to a size that even a ratling pup can use.
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For instance, a Homid Ratkin's favorite battered hat might reform as a very, very tiny hat when the beastie is in Rodens form, or just disappear out of harm's way until the traveler is in Homid form again. One word of caution: Any rat in Rodens form who carries tiny items is advised to stay hidden as much as possible. At best, being seen might possibly invoke the Delirium (even if the wererat is not in Crinos; at worst, someone will call the bad men in lab coats to come and take you away
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'''System:''' The ritemaster must be in Rodens form, and the recipient of this rite must be in Homid. Each of them spends one Gnosis; the ritemaster rolls Wits + Rituals (difficulty 7). Normally, binding an object only requires one success, although particularly large objects may require more. If the roll is botched, the item is still bound, but becomes defective in some way. Other than these differences, the rite functions much as the Garou Rite of Talisman Dedication.
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''(Ratkin BB p69)''
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----
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Birthing Plague (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - Once a rat pack has learned to properly serve one of the three major Incarna, they are ready to help bring more lost children into the fold. After the fulfillment of a rat pack's first contract, a Rat Gaffling will seek out the pack and teach them the rite of the Birthing Plague. He may also immediately tell them where a prospective wererat might be found. Rescuing lost Kinfolk brings great Renown, and the rat pack will no doubt immediately school him on what they've learned so far. Plague Lords typically learn this ritual as their first rite.
 +
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Performing the ritual summons a Rat Gaffling to bite a prospective Ratkin and determine whether a new wererat can be created. The victim is usually either rat Kinfolk or human Kinfolk, or a newly spawned Metis wererat. If it is performed on a human, the results are deadly. Once bitten, the subject is ravaged by disease, which consumes mind, body, and spirit alike. If the victim dies, there's one less human or weakling rat in the world. If the victim survives, he slowly transforms into a full-blood Ratkin. Hallucinations from the plague offer revelations of the new wererat's life. Garou, other shapechangers and their Kinfolk are not affected by this rite; they've already found their calling. Humans can be wounded with this rite, but they wont become Ratkin unless they are Ratkin Kinfolk. Ratkin infected a second time with this rite are unaffected by it; they have already pledged to serve their aspect for the rest of their days.
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'''System:''' First a Ratkin must successfully bite or claw a chosen victim. If the attack does any damage, the ritemaster then rolls Wits + Rituals (difficulty 7) to spread the Infection. The virulence of the disease depends on the number of successes:
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{|class="wikitable" style="text-align: center;" width="25%"
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! style="min-width: 75px" | Successes
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! style="min-width: 450px" | Infection
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|-
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|1
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|Inflicts the victim with one aggravated health level of damage.
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|-
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|3
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|Inflicts enough aggravated damage to take her down to the Wounded health level, bestowing a fever dream of terrible visions and a full day of unconsciousness.
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|-
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|5
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|Inflicts enough aggravated damage to take the victim down to the incapacitated health level. The dreams continue until the victim is resuscitated.
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|-
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|}
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If the victim is a Ratkin Kinfolk, she then has a one-in-ten chance of becoming infected; roll one die against a difficulty of 10. If the roll fails, the Kinfolk may still survive. Roll Stamina (difficulty 6); three successes means the victim survives, but only after a protracted illness. If the roll scores fewer successes, the victim takes one additional level of aggravated damage each day until cured or killed.
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Those who aren't actually Kin have a much rougher time surviving; normal mortals wounded by this rite make the Stamina roll to survive at difficulty 8.
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Any Infected Kinfolk is continually on the verge of losing control. Kinfolk characters caught in the throes of the Birthing Plague have an effective Rage 4 and Gnosis 4 until they undergo the First Change. They cant spend these points, but they can make frenzy rolls and Rapture rolls based on these two traits.
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''(PGttCB p147, Ratkin BB p69)''
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----
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Bolthole</font>''' - This is the first rite a Tunnel Runner learns. It does more than simply open a bolthole from the physical world to the Umbra; it also provides a short-cut for Ratkin who need to travel long distances. Spirit tunnels are a relatively safe form of travel, since only the smallest and most perceptive spirits can use them.
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Any Ratkin who holds hands (or joins paws) with the ritualist and his fellow travelers can also enter the spirit tunnel, which closes behind the deceit of wererats. After the pack tunnels into the Umbra, the path changes behind them; they cannot turn back, nor can they follow the exact same route later on. A Ratkin doesn't have to use this rite to step sideways, but if he does, he may find traveling through the Umbra much easier.
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'''System:''' Performing this ritual requires two components: A shiny thing and privacy, the two most valuable goals a rat can attain. Spend a point of Gnosis; a Perception + Rituals (difficulty 6) roll determines how well the rite succeeds. If you want to use an Umbral tunnel as a "short-cut" through the physical world, the Storyteller first calculates how long the journey would normally take on land. He then reduces that travel time based on the following table.
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'''Short-cuts through the Physical World'''
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{|class="wikitable" style="text-align: center;" width="25%"
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! style="min-width: 75px" | Successes
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! style="min-width: 100px" | Travel time reduced by...
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|-
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|1
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|1/5
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|-
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|2
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|1/4
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|-
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|3
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|1/3
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|-
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|4
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|1/2
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|-
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|5+
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|2/3
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|-
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|}
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If the Ratkin is trying to travel from the physical world to a specific realm in the Near Umbra, the number of successes shows the chance of arriving at the specified destination. After you've made the initial Perception + Rituals roll, roll one die against the difficulty listed on the short-cut (or roll percentile dice against the listed percentage); on a successful roll, you arrive safely. If you miss the "accuracy roll", the Story teller gets to choose an umbra realm as your new destination. Good luck getting back.
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'''Short-cuts through the Spiritual World'''
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{|class="wikitable" style="text-align: center;" width="25%"
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! style="min-width: 75px" | Successes
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! style="min-width: 125px" | Difficulty for 2nd roll ("accuracy")
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|-
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|1
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|8 (20% accurate)
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|-
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|2
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|6 (40% accurate)
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|-
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|3
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|4 (60% accurate)
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|-
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|4
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|2 (80% accurate)
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|-
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|}
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If you want to travel to the Deep Umbra, you can declare an Anchorhead as your destination, but after that, your travel time would be the same as for any other shapeshifter. Passing through an Anchorhead Realm requires the assistance of a Rank 3 Tunnel Runner, an Unearthly Ratkin, or any Munchmausen.
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If a Ratkin botches on a Bolthole Rite (or botches a Gnosis roll to step sideways), the player rolls one more die. On a roll of a 1, the rite has botched so badly that a temporary Stairway Realm is created. On any other roll, the pack is just caught in the Gauntlet, just like the Garou stepping sideways. Ratkin, unfortunately,don't react as well to being caught in the webs between these two dimensions...
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''(Ratkin BB p70)''
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----
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Cardboard Palace (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This classic rite is taught by Bone Gnawers. The ritemaster can transform something as flimsy as a cardboard box into a decent place to sleep. Rodens Ratkin don't need such palatial estates; a milk carton or tissue box provides plenty of room.
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'''System:''' A roll of Intelligence + Survival (difficulty 7) can turn an ordinary shelter into a comfortable home for the night, keeping the people inside it warm and dry. It can be used on someone else's shelter, or your own. Of course, a home for one human can become a home for dozens of rats.
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''(Ratkin BB p70, Bone Gnawers TB p74)''
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----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Contract Rite</font>''' - This is the first rite a Knife-Skulker learns, although no lone wanderer would take to the road without it. The Contract Rite is a method by which a Ratkin can sell his skills to another group of supernatural creatures. A particularly skeptical wererat may even take out a contract with his own rat pack before he joins. Before working with any other group of individuals, a Ratkin always has the rite to ask "What's in it for me?" The most common types of compensation include safe passage through the domain, access to a sacred site, supplies, talens, and exchanges of favors.
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Contract Rite</font>''' - This is the first rite a Knife-Skulker learns, although no lone wanderer would take to the road without it. The Contract Rite is a method by which a Ratkin can sell his skills to another group of supernatural creatures. A particularly skeptical wererat may even take out a contract with his own rat pack before he joins. Before working with any other group of individuals, a Ratkin always has the rite to ask "What's in it for me?" The most common types of compensation include safe passage through the domain, access to a sacred site, supplies, talens, and exchanges of favors.
  
When an area is overrun with Ratkin, swarms of wererats hire themselves out to anyone who can meet their demands. Retinues of courtiers and other traditional rat packs insist that their Tunnel Runner should approach a group initially, but their Knife Skulker should negotiate the final Contract Rite. Anarchist rat packs allow wererats of any aspect to perform this rite. There is onlyone overriding proviso: a rat cannot betray other Ratkin as a part of a contract. The Litany of Survival states that the wererat should betray others before betraying his own kind. Knife Skulkers enforce this dictum with brutal efficiency.
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When an area is overrun with Ratkin, swarms of wererats hire themselves out to anyone who can meet their demands. Retinues of courtiers and other traditional rat packs insist that their Tunnel Runner should approach a group initially, but their Knife Skulker should negotiate the final Contract Rite. Anarchist rat packs allow wererats of any aspect to perform this rite. There is only one overriding proviso: a rat cannot betray other Ratkin as a part of a contract. The Litany of Survival states that the wererat should betray others before betraying his own kind. Knife Skulkers enforce this dictum with brutal efficiency.
  
 
The rite serves as a declaration, with the spirits as witnesses, of what each party in the contract intends to get out of the alliance. With rat packs, this is largely a formality; a wererat who breaks a Contract Rite loses Cunning Renown and damages his reputation, but is still free to make other contracts. A Ratkin dealing with other supernatural creatures, however, takes a big risk when performing this rite. Breaking a contract will result in the wererat being hounded by Rat spirits until the terms are fulfilled. Wererats may dismiss such obligations as trivial, but other supernatural creatures often seek revenge for betrayal.
 
The rite serves as a declaration, with the spirits as witnesses, of what each party in the contract intends to get out of the alliance. With rat packs, this is largely a formality; a wererat who breaks a Contract Rite loses Cunning Renown and damages his reputation, but is still free to make other contracts. A Ratkin dealing with other supernatural creatures, however, takes a big risk when performing this rite. Breaking a contract will result in the wererat being hounded by Rat spirits until the terms are fulfilled. Wererats may dismiss such obligations as trivial, but other supernatural creatures often seek revenge for betrayal.
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'''System:''' At the end of negotiations, the ritemaster spends one Gnosis and rolls Manipulation + Rituals. The spirits witness this transaction; your totem will acknowledge your pact by giving a member of your deceit a brief vision. Some bastards like to leave a few loopholes in an agreement; the totem's vision often relates to at least one of the flaws in the contract. , as the Storyteller describes a scene that shows a situation where the contract could break down. The amount of detail and length of this vision depend on the number of successes on the final roll. If either party reneges on the contract, the totem will bless the ritemaster with a vision of the transgression.
 
'''System:''' At the end of negotiations, the ritemaster spends one Gnosis and rolls Manipulation + Rituals. The spirits witness this transaction; your totem will acknowledge your pact by giving a member of your deceit a brief vision. Some bastards like to leave a few loopholes in an agreement; the totem's vision often relates to at least one of the flaws in the contract. , as the Storyteller describes a scene that shows a situation where the contract could break down. The amount of detail and length of this vision depend on the number of successes on the final roll. If either party reneges on the contract, the totem will bless the ritemaster with a vision of the transgression.
  
If the contract is broken, the method of enforcing the punishment clause is left entirely up to the Knife Skulker. Some prefer to harry and harass those who refuse to hold up their end of a contract. A few favor ritual crippling (getting a victim alone and taking him down to Cripplied with aggravated damage). The most effective method is simple assassination. Any of these tactics spreads the message that no one double-deals the rats. For Storytellers who are using Renown rules, fulfilling a punishment clause is a good way to gain Infamy, but only if your totem acknowledges its approval of your act with a vision.
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If the contract is broken, the method of enforcing the punishment clause is left entirely up to the Knife Skulker. Some prefer to harry and harass those who refuse to hold up their end of a contract. A few favor ritual crippling (getting a victim alone and taking him down to Crippled with aggravated damage). The most effective method is simple assassination. Any of these tactics spreads the message that no one double-deals the rats. For Storytellers who are using Renown rules, fulfilling a punishment clause is a good way to gain Infamy, but only if your totem acknowledges its approval of your act with a vision.
  
 
Wererats trade favors with other supernatural creatures like pack-rats trade shiny things, but any staunch Ratkin roleplayer is advised to write down every pact he's made. No doubt the Storyteller will remember every deal you've made in just as much detail, if not more...
 
Wererats trade favors with other supernatural creatures like pack-rats trade shiny things, but any staunch Ratkin roleplayer is advised to write down every pact he's made. No doubt the Storyteller will remember every deal you've made in just as much detail, if not more...
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''(Ratkin BB p68)''
 
''(Ratkin BB p68)''
 
----
 
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Questing Stone (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of the Questing Stone''' - This rite allows the werewolf to find a person or pbject (locations do not count). He must know the name of the object or individual. The difficulty of the rite is reduced if the Garou has some piece of the object or person (for example a clipping hair or a piece of cloth). He must dangle a stone or a needle from a thread while concentrating on the item or person sought. Glass Walkers often use maps and substitute a compass for the traditional stone and thread.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Dedication Rite (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - This is the first rite a Shadow Seer learns, but any wererat can learn it from a Shadow Seer. It temporarily binds a rat pack to their totem and defines the collective goals they want to achieve. The ceremony is performed by a pack of rats gathered in a circle. Each member places an object in the center of the circle that represents the role of the pack. The ritemaster then walks around the gathering and speaks to the heavens, describing the great quest the pack intends to fulfill on the Incarna's behalf. The items them vanish immediately; they do not return to the pack members until the quest is fulfilled or formally abandoned. Once the pack has fulfilled its goal, they also have the option of "renewing the pact" or declaring allegiance to another Incarna. Renewing the rite doesn't require another rituals roll; changing totems, however, requires the pack to perform this rite all over again.
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'''System:''' The ritemaster spends one Gnosis and rolls Charisma + Rituals (difficulty 6) at the climax of the ritual. Each success gives one temporary Background point of Totem, which is used to purchase the pack's totem. There's a chance the mystic may not get enough successes, so after the roll, each pack member may sacrifice one point of Willpower to add one extra success for each Willpower point spent. These Willpower points are not refreshed until the pack achieves or formally abandons its quest. Allying with a City Father or Mother requires 3 points; declaring a pack's allegiance to Rat requires 5 points; serving Grandfather Thunder requires 7. A few strange packs serve other Incarna; the cost required for these false gods are the same as those listed in the core rulebook.
  
'''System:''' Standard roll. If the Garou has a piece of the item or individual, the difficulty drops by one. The rite gives the Garou a sense of only the object's general location, not its exact position.
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Retinues of courtiers require Shadow Seers to perform this rite; in a formal, traditional rat pack, if a wererat of another aspect performs this rite, he will lose two temporary Obligation Renown.
  
''(PGttCB p52, Ananasi BB p96, WWRevised p160)''
+
''(PGttCB p146, Ratkin BB p69)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Silence (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of Silence''' - Garou who need to be silent use this rite to make up for any lack in natural ability. For the duration of this rite, the Garou are incapable of making any noise even if they bang on a drum or shatter glass. With the assistance of Raven spirits, the Garou can sneak through dry underbrush or over a gravel road without making a sound.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Pain Dagger (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This is the first rite a Warrior learns, and only Warriors may perform this rite, regardless of whom they serve. The ritual creates a sacred dagger similar to a Garou Klaive. A Ratkin cannot join the Warrior aspect until she has successfully performed this rite. The ritual binds a War spirit, Pain spirit, Rat spirit, or Disease spirit inside a ceremonial blade. The dagger can be created out of any material, but it must have special spiritual significance to the creator. A Warrior cannot own more than one Pain Dagger at a time; if the weapon is destroyed, he loses Renown, but he can create a replacement.
 
 
'''System:''' The Garou invoking this rite confines herself in a dark room or cave. She whispers her darkest secret and then utters and oath of silence. Raven spirits, attracted by her secret, carry any sound she makes into the Umbra once she leaves her confinement. If the werewolf chooses to speak for any reason, the rite ends immediately. The Raven spirits, dissapointed that the Garou did not reveal any more secrets, return the sounds they carried. For several minutes, the Garou is surrounded by a cacophony she created earlier.
 
  
This rite silences only those sounds the Garou would have made directly. If she were to throw a rock at a window, for instance, the whistle of the rock through the air would be silent, but the shattering glass would not. If she punched the glass with her bare hand, the breaking window would not make a sound.
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The Pain Dagger is a sacred blade, an expression of the purity of a Ratkin's devotion. The blade is used ceremoniously in battle, once it is drawn, the Warrior's pride is at stake. If the Warrior uses his Pain Dagger irreverently (duct taping it to his boot, mounting it on the hood of his car, or using it to pry open cans of food, for instance), he will bring shame upon himself. The spirit inside the blade must be treated with respect; if a Warrior doesn't do this, the spirit will protest, and the wererat will lose at least two Obligation Renown.
  
''(Ananasi BB p96, WWPG 2ndEd p45)''
+
'''System:''' Spent one point of Gnosis to create the dagger, and a second point to bond the dagger to the Ratkin. The Warrior then sits in meditation, reflecting on his martial training. Roll Intelligence + Enigmas, the difficulty is the local Gauntlet. If the Warrior's heart is pure, a spirit will Materialize and challenge the warrior to single combat. Once the entity is defeated, it takes up residence inside the blade.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Spinning (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The first rite learned by the new Ananasi allows her to create her Sylie. Usually placed in a secure corner of her abode, the Sylie appears to be a large cobweb. Its style varies according to the Ananasi's personal preference. Here, the werespider comes to communicate with the two Ananasi in closest physical proximity to her. The Ananasi can send messages to their geopraphic partners in a manner similar to telepathy if both or all participants are currently in their Sylie. Knowledge can be given to or taken from the Great Web by tapping into its strands from the Sylie. The Mother-Queen may also communicate with her child within the Sylie, but only if she herself initiates contact; Ananasa may not be summoned. The Sylie may be located in a small room, an attic, a closet, a cave, or wherever the Ananasi feels most secure.
 
  
'''System:''' The werespider purifies herself and the chosen area for a week, removing outside objects from the site and spending her time guarding the area from outside influences. The Ananasi rolls Intelligence + Occult (difficulty 10), though each day of fasting and meditation reduces the difficulty by 1, to a minimum of 4. After spending four Gnosis points, the Ananasi may build her Sylie, which exists in both the physical world and in the Umbra. Each success lowers the difficulty to crawl sideways in the Sylie by 1. The Ananasi must spend one hour per square foot in weaving her Sylie. If interrupted, she must start the entire ritual over from the beginning.
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Finish by rolling Wits + Rituals (difficulty 7). If the wererat fails, the spirit will inhabit the blade for twelve hours before escaping. If the wererat succeeds, the binding is permanent and the "spirit blade" will inflict aggravated damage. A typical Pain Dagger inflicts Strength + 3 damage, but the weapon can inflict only non-aggravated damage to the Ratkin who is bound to it. Each time the weapon is unsheathed, it draws a point of Gnosis from its user; if the user has no Gnosis left, the damage is non-aggravated.
  
''(PGttCB p52, Ananasi BB p96)''
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At the Storyteller's discretion, a particularly powerful spirit may also be able to use one or more of its Charms while bound inside the weapon, providing the Warrior also spends Background Points for these extra effects. For mathematically inclined Storytellers, the cost is equal to the Power cost of the Charm. (For instance, a War spirit who can inflict the Blast Flame Charm costs two extra Background Points for each die of damage possible.) If the Warrior hasn't set aside these points, she'll have to save up the experience points to pay for them. This spiritual power can only be used once each time the blade is drawn.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Talisman Dedication (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of Talisman Dedication''' - This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accomodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own perculiar ritual.
 
  
'''System:''' The cost is one Gnosis point per outfit's worth of clothes, or other object dedicated, and a character may never have more objects bound to himself than his Gnosis score (an outfit counts as one item). Certain large objects (Storyteller's discretion) are considered to be more than one for the purposes of "cost". The Storyteller and the player should decide what happens to the object when the character assumes certain forms. For example, when the character assumes Crinos form, her backpack's straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in hispo form, her knife may meld with her body. In such cases, the object will appear as a tattoo. Others must spend a Willpower point to remove the object from the character.
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A Warrior can bind one of the following Charms into a Pain Dagger as long as he's summoned the right spirit: Airt Sense, Agony, Armor (2 points maximum), Blast Flame, Create Fires, Create Wind, Freeze, Ice Shards, Infection, Shatter Glass, Throw Glass, or Tracking. As one would expect, other Charms require special permission from the Storyteller; discretion is advised.
  
''(PGttCB p52, WWRevised p160)''
+
''(Ratkin BB p70)''
 
----
 
----
  
 
==Level 2==
 
==Level 2==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Recorder (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound activated and simply records and stores up to one hour of sounds, much like a tapr recorder. The webbing can then be "played back" at any time, and can even be moved before it is used.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Crash Space (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - While werewolves build elaborate caerns to support entire septs of Garou, wererats cant afford such ostentatious surroundings. If the Rite of the Cardboard Palace isn't enough for you, a ritualist can transform any hidden home where rats can nest, recover and meditate. These hidey holes are often used by rats who are about to give birth, establishing a peaceful site for raising dozens of pups. While Garou can meditate just about anywhere, wererats have to remain someplace relatively safe when meditating to regain Gnosis. The Shrine at a Ratkin colony or crash space blessed with this ritual are the two most common choices.
  
'''System:''' The web is sensitive and "intelligent" enough not to record random noises, but rather to record what is made to record, such as conversations or specific noises like the how's of wolves. Everything else works as per a standard mystic rite.
+
'''System:''' Creating crash space requires a point of Gnosis and an Intelligence + Survival roll (difficulty 7); the home is safe for one week for each success. After ten minutes of scurrying about and gnawing at the appropriate corners, the shelter is cozy enough to serve as a place of meditation. The wererat must also erect a shrine out of nifty stuff from around the neighborhood.
  
''(Ananasi BB p96)''
+
Once this is done, any Ratkin in calm meditation at this site can regain Gnosis. Any wererat can attempt this by rolling Intelligence + Enigmas; for each success obtained, the Ratkin gains one point of Gnosis after an hour of contemplation and quiet time. Under the optional Ratkin Psychology rules, a reflective and calm were rat will then appear saner and more stable to those who encounter her.
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Appeal (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - Though it is Queen Ananasa who decides when a Damhan has reached the proper knowledge and wisdom for an increase in rank, the Ananasi may call to her if they feel they have been overlooked. (It's generally considered appropriate to remind Mother that you've been very good lately, especially if you really have been.)
 
  
'''System:''' The Ananasi myst remain holed away in his Sylie for two days in preparation - fasting and meditating for the Appeal. Once the time is right, the character spends two Gnosis to establish a connection to the Mother-Queen and then speaks to Ananasa - who does indeed listen - and recites the list of accomplishments and goals achieved for the further honor and glory of the Mother-Queen.
+
''(Ratkin BB p71, Bone Gnawers TB p75)''
 
 
If the character has indeed reached the proper levels of Renown, Queen Ananasa will reward them with the new Gifts and markings that indicate a higher rank. If not, the character may find himself saddled with a new task which will provide no Renown, as a punishment for his hubris.
 
 
 
''(Ananasi BB p97)''
 
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Tapping Ananasa's Wisdom (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - The Ananasi secludes herself in her Sylie and uses this ritual to gain the attention of the Mother-Queen in order to learn a new Gift. If she succeeds, Queen Ananasa turns her attention to her child and teaches her the desired Gift, which the werespider must practice until she gains the approval of her Queen.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Purified Body (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - This rite cleanses another's body of all poisons, whether magical or natural. It can counter the Rite of the Birthing Plague for those who haven't become Ratkin (after the final Stamina roll) or the effects of a Plague Lord Epidemic.
  
'''System:''' The ritemaster must roll Charisma + Rituals (difficulty 7). The Ananasi must also bring an offering of some sort - a treasured object, even a Fylfot. When it dissapears from the Sylie, she knows she has learned the Gift to the Mother-Queen's satisfaction.
+
'''System:''' This is a Rite of Accord performed by a healthy Ratkin, who spends one point of Gnosis. The roll is Charisma + Rituals (difficulty 7)
  
  
''(PGttCB p52)''
+
''(Ratkin BB p72)''
 
----
 
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Summoning (<font color=purple style="text-shadow: 5px 5px 8px moon;">Mystic</font>)</font>''' - As the '''Garou Mystic Rite: Rite of Summoning'''. - The Garout must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A cat already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine the target numbers from the following chart:
  
==Level 3==
+
{|class="wikitable" style="text-align: center;" width="25%"
'''<font color=black style="text-shadow: 5px 5px 8px black;">Fylfot's Rite (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: Rite of the Fetish - This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.
+
! style="min-width: 100px" | Difficulty
 
+
! style="min-width: 125px" | Spirit Type
'''System:''' See the [[Creating_Magical_Items#Fetishes|Fetish Creation chart]] for the steps for making a fetish.
+
|-
 
+
|4
''(PGttCB p52, Ananasi BB p96, WWRevised p161)''
+
|Gaffling
----
+
|-
'''<font color=black style="text-shadow: 5px 5px 8px black;">Gathering the Children (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - In times of great need, an Ananasi may call a gathering of others to meet in person rather than share ideas through the Great Web. This rite is spread through the Great Web, and not only informs other Ananasi of the meeting, but also of the reason behind the call. The Ananasi are not a petty or impetuous breed, so this rite is performed only in dire circumstances. Any spider that uses this rite without just cause is likely to be met by a group of angry cousins. The location of the meeting can never be far from the Sylie that the Ananasi used to issue the request.
+
|5
 +
|Jaggling
 +
|-
 +
|7
 +
|Totem Avatar
 +
|-
 +
|8-9
 +
|Incarna
 +
|-
 +
|10
 +
|Celestine Avatar
 +
|-
 +
|}
  
'''System:''' The player must make a successful Charisma+Rituals roll; the difficulty is determined by the numbter of Ananasi that the character is attempting to call. The rite allows the Ananasi to call any spider in the Great Web.
+
For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:
  
 
{|class="wikitable" style="text-align: center;" width="25%"
 
{|class="wikitable" style="text-align: center;" width="25%"
! style="min-width: 75px" | Difficulty
+
! style="min-width: 100px" | Successes
! style="min-width: 200px" | Number of Ananasi
+
! style="min-width: 300px" | Effect
 
|-
 
|-
|6
+
|1
|1-5
+
|Spirit comes eventually and is initially hostile
 
|-
 
|-
|7
+
|2
|6-12
+
|Spirit manifests quickly, but is initially hostile
 
|-
 
|-
|8
+
|3
|13-25
+
|Spirit comes immediately and is neutral
 
|-
 
|-
|9
+
|4
|26-49
+
|Spirit comes immediately and is passively benign
 
|-
 
|-
|10
+
|5
|50 or more
+
|Spirit comes immediately and is friendly
 
|-
 
|-
 
|}
 
|}
  
''(Ananasi BB p97)''
+
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit - or even Banes - in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to summon a specific spirit will have no chance of success. At other time, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.
----
+
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Guardians (<font color=green style="text-shadow: 5px 5px 8px green;">Caern</font>)</font>''' - The Ananasi are very protective of their personal space, especially where their Sylie is located, and often have a few surprises waiting in their special places for unwanted guests. Ananasi using this rite can take the bodies of previous victims or even their own molted exoskeletons and set them up as a defensive perimeter in and around their special places. More often than not these guardians are buried or hidden - walking into an apartment and finding gigantic spider carapaces or rotting corpses is blatant on a level most Ananasi try to avoid. But once "activated" by the intrusion of anyone who doesn't belong in the area, the automatons immediately attack, using the simplest of methods to defend the lair of their creator.
+
''(Ratkin BB p69, Werewolf: Revised, p161)''
 +
 
 +
==Level 3==
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Fetish (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the '''Garou Mystic Rite: Rite of the Fetish''' - This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.
  
'''System:''' The Damhan must spend one blood point and one Gnosis on each of the guardians created, preserving the remains and animating them with the energies they will need to fight against intruders. The physical statistics of these guardians are about half those they had in life, and despite their appearance, they have no real intelligence. Mind-affecting Gifts do not affect them. They must be completely destroyed before they will stop.
+
'''System:''' See the [[Creating_Magical_Items#Fetishes|Fetish Creation chart]] for the steps for making a fetish.
  
''(Ananasi BB p97)''
+
''(Ratkin BB p69, WWRevised p161)''
 
----
 
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Investiture (<font color=green style="text-shadow: 5px 5px 8px green;">Nest</font>)</font>''' - This Shadow Seer rite marks the ascension of a Rat King, the unquestioned ruler of a Ratkin Nest. Because it is a very formal rite, only a Shadow Seer Mystic - a Seer who is at least Rank Three - may invoke it. If a wererat colony doesn't have a high-ranking Shadow Seer, they can either recognize him informally with a great feast, or summon a Mystic who can formally perform the appropriate rites. This rite spiritually binds the Rat King to his domain. Through the eyes of Rat spirits who inhabit his realm, he may see what transpires there (much like the user of the '''Garou Caern Rite: Badger's Burrow''').
  
==Level 5==
+
'''System:''' The new Rat King must have the support of all of the colony's elders (that is, the eldest Ratkin present of each aspect) before he can assume the throne. Elders typically perform contract rites with the heir apparent in return for this support; if not, they are typically killed by power-hungry rodens rivals. The Shadow Seer then spends a full fifteen minutes praising the new Rat King as he proceeds slowly from the local shrine to a throne in the largest chamber of the nest. At the end of this procession, she rolls Manipulation + Rituals (difficulty 6). If the spirits concur, all of the elders present receive a magnificent vision from the Rat Incarna proclaiming the glory of the new king.
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of One (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This sacred Rite of One is a powerful rite taught only to the most trusted Ananasi. With this rite three Ananasi can join into one being, becoming an avatar of the Mother-Queen. One must be Tenere, one Kumoti, and one Hatar. This rite may only be performed in one of the sacred places, special locations in the Umbral where the Damhan teach their young about the ways of the Ananasi.
 
  
'''System:''' Each of the three chosen Ananasi breaks down into the Crawlerling form, offering themselves to queen Ananasa, who then takes over the three bodies, using them as her link to her Children. When she appears, she is simultaneously hideous and magnificent to behold. While she is present, Ananasa assesses her new Children and decides which aspect each will follow. One Gnosis point is taken from each of the Damhan present, drawn from them by force, in order to allow the Mother-Queen to appear. No rolls are necessary for this rite, as Ananasa herself decides when this rite will be performed.
+
''(Ratkin BB p72, WWRevised p158)''
 +
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Shopping Cart (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This ritual is just as common among Bone Gnawers as it is among Ratkin. For Ratkin Engineers, it is their first rite. It increases the amount of stuff any cargo-carrying device can hold. Shopping carts are the most commonly used modes of transport, but some Tunnel Runners take to the road with cardboard boxes or backpacks bulging with unidentifiable possessions.
  
Every Ananasi meets the Queen at least once in their lives. Though there are no physical changes in the hosts of Ananasa, the spiritual impact of hosting even a fragment of her conciousness is considered a blessing.
+
'''System:''' Roll Manipulation + Rituals (difficulty 7) and spend a Gnosis point. Each success allows you to carry another ten pounds of trash, junk, loot, or stuff.If you like, each success can also represent one hidden rat. Some humans object to anyone traveling cross-country with a rodent companion, this rite makes "rat smuggling" much easier.
  
''(Ananasi BB p98)''
+
''(Ratkin BB p72, Bone Gnawers TB p75)''
 
----
 
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Shiny Thing (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - Rat packs disagree all the time. Through confrontation, the members of a pack drive up their Rage, turning anxiety into raw energy. When an issue desperately needs to get resolved, a Ratkin with this rite may invoke it to settle an issue once and for all. The mystic may use the Ritual of the Shiny Thing to resolve any dispute between wererats in her local nest, or find a temporary leader of a pack, if necessary. Performing the rite relieves angst and prevents pack members from turning on each other like... Well, you know.
 +
 +
The invocation is very informal, something along the lines of "I demand... The Shiny Thing!" At that moment, all the pack members bolt, looking for the shiniest, most impressive object they can find. The master of this rite waits behind, watching for the first three Ratkin who return from their quest. Only the first three rats who return have a chance of "resolving" the rite. Once the rest of the pack returns, they then vote on which item is the most impressive. That item becomes the Shiny Thing, a relic which must be carried (or displayed) by the new temporary pack leader. The keeper of the Shiny may then pass judgement on how to resolve the most immediate problem.
  
='''Viskr Rites'''=
+
A pack may add additional restrictions on this rite when it's performed. In most packs, the Shiny Thing must not be given freely or stolen; it must be found. The item must be discovered after the rite is declared - no fair hoarding every shiny thing you can find for the next observance! Rat spirits watch over the Ratkin involved to make sure the proper rules are obeyed. As a side note, wererats may not use the Scrounge Gift to fulfill this ritual.
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
* Studying the Great Web
 
* Summon Paradox
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
* Rite of Weaving
 
  
|}
+
On rare occasions, the ritemaster may demand a specific object. For instance, some Munchmausen claim one of the most famous invocations of this rite occurred during a winter long ago, when a tyrannical Rat King wanted to find an heir to replace him. He promised his throne to the first Ratkin Warrior who could bring him... a shiny new nutcracker! The rest of the story has been told as a Christmas legend ever since, though with a decidedly different ending.
  
 +
'''System:''' The ritemaster asks the spirits to watch over the poor fools who go dashing off in this mystical scavenger hunt. Each player announces where his character is searching, what he is looking for, and what dice pool he thinks he can use to find the item (e.g. "Frankie's going to use Perception + Medicine to find surgical tools in the doctor's office" or "Johnnie's using Manipulation + Subterfuge to seduce the clerk at the jewelry store.") The Storyteller may, of course, suggest an alternative dice pool. The Ratkin with the most successes on this roll are considered the "first ones back". The rest of the characters then vote on the most impressive shiny thing. Afterwards, whenever there is any doubt about who's leading the pack, the victor of this rite may gleefully hold the Shiny Thing aloft to proclaim his leadership.
  
==Level 1==
+
''(Ratkin BB p72)''
'''<font color=black style="text-shadow: 5px 5px 8px black;">Studying the Great Web (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - Using this rite allows the Viskr to examine the Great Web as a whole, literally seeing the universe as it truly is. The image is not exact - the Ananasi, despite their detached state of mind, couldn't handle that much information, or the greater truths of reality - but does give an indication of what and where the Viskr should concentrate their efforts to restore Symmetry.  
+
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Pact of Vengeance (<font color=red style="text-shadow: 5px 5px 8px red;">Punishment</font>)</font>''' - This Knife-Skulker rite is performed when a member of his rat pack has been killed. If the Skulker belongs to a colony, he may also perform it when the local Rat King has been slain. The ritualist calls out to the spirits for justice and learns the identity of the murderer instantly. This rite is one of the reasons elders hire out assassination contracts to rats that are "just passing through" their domain.
  
'''System:''' While in her Sylie, the Viskr consumes certain salts and herbs to enter an altered state. Over the course of the next two days, spent in meditation and prayer, the most immediate threats to the Great Web's Symmetry are revealed in symbolic visions to the Ananasi. Those threats must be considered and interpreted by the Viskr before any actions are taken. It is not uncommon for several Viskr to get together after using this rite, the better to compare notes and interpret what they have seen.
+
'''System:''' The roll is Perception + Rituals; the difficulty is equal to 4 + the killers Rank. The amount of information revealed depends on the number of successes gained. Five successes summons an image of the murderer that everyone present can see; fewer successes will provide hints and clues that a rat pack may follow up on; a botch shows that the spirits wish for the murderer's identity to remain secret.
  
''(Ananasi BB p98)''
+
''(Ratkin BB p72)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Summon Paradox (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Viskr have an... understanding with Paradox spirits. They see things in much the same way that the Weaver's own antibodies do; basically, if something shouldn't be there, it's offensive and must be punished. Though they cannot command the Paradox spirits, they can call things to their attention, and they often do so. This powerful rite simply marks something as "wrong". Once that's done, the Paradox spirits decide what to do about the matter.
 
  
'''System:''' The ritemaster rolls Wits + Occult (difficulty 6) and makes a mark on the target by touching it. In cases where the target is human or a mage, full contact must be made, even if it's only a handshake or a light brush against the target. Each success increases the chances that a Paradox spirit will react immediately to the situation, meting out punishment for any Paradox the mage - or other entities such as spirits which should not be in the physical realm - has accrued. In the case of mages, the Paradox spirits exact revenge as they always have. In the case of spirits, Paradox spirits normally shove them back into the Umbra rather abruptly. In the case of mundane targets, the rite simply makes the chances of phenomenal good luck, or equally outrageous bad luck, less likely.
+
==Level 4==
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Swarm (<font color=red style="text-shadow: 5px 5px 8px red;">Punishment</font>)</font>''' - This maddening call may only be invoked by a Ratkin of the Warrior Aspect. Breeding armies of rats is a sacred duty; every rat Kinfolk in a colony dreams of spawning more soldiers for the Army of the Apocalypse. The Rite of the Swarm must be justified before the spirits will allow it. The Warrior must give a brief tirade about the victim who is to be overwhelmed by the swarm. This may include a call for justice, a statement of his crimes, or simply a series of insults about the crimes of his race.
 +
 
 +
'''System:''' The Ratkin first spends a point of Gnosis and rolls Manipulation + Animal Ken. The first creatures to be called up by the swarm are the normal rats of the area. If the cause is just, Rat spirits will materialize in the host of rodents to direct it toward the appropriate victim. Roll Charisma + Rituals ; the size of the rats depends on the number of successes. The Storyteller consults the section on Swarms (Ratkin BB p 101):
 +
 
 +
'''Short-cuts through the Physical World'''
 +
{|class="wikitable" style="text-align: center;" width="25%"
 +
! style="min-width: 75px" | Successes
 +
! style="min-width: 100px" | Swarm type
 +
|-
 +
|1 or 2
 +
|Average rats
 +
|-
 +
|3 or 4
 +
|Huge rats
 +
|-
 +
|5
 +
|Big-Ass rats
 +
|-
 +
 
 +
|}
  
''(Ananasi BB p98)''
+
''(Ratkin BB p73)''
 
----
 
----
  
==Rank 4==
+
==Varies==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Weaving (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Viskr using this rite can alter reality in minor ways, by reweaving the Great Web to accommodate her desires. This ability cant alter the past, but it can rewrite the present in minor ways. A person who is almost certain to die can be healed of the worst of the life threatening wounds, and be given a much greater chance of surviving the damages inflicted. A stock that should be plummeting in a stock market crash can be kept from certain fiscal disaster - presuming the rite is begun and completed in time.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Warding (<font color=green style="text-shadow: 5px 5px 8px green;">Nest</font>)</font>''' - Ratkin pride themselves on hiding their nests well; the Rite of Warding makes it difficult for any creature to find where a colony is hidden. This rite is performed every time the population of a Ratkin nest surges. The strength of a Ratkin sacred site depends on the number of wererats who live there, focusing chaos on the spiritual center of the nest. Once the local population has grown enough, the local mystic then performs this rite in tribute to the Rat Incarna. The ritemaster must be of a Rank equal to the new level of the nest.
  
The downside of this ability is that reweaving reality is much like a human mage's power of true magic; reweaving the Great Web is not a power that the Weaver has granted, and the Viskr who uses this rite runs the risk of attracting Paradox spirits, the antibodies of the Great Web.
+
Rat spirits will then invest the spiritual center of the nest. If the Rat spirits don't think that the site is a good one, they may demand that a local rat pack undertake an Umbral quest on behalf of the local wererats. Fulfilling this quest may decide the proper name of the nest, the name of a new tribe, or even the title of the next Rat King.
  
'''System:''' The player must spend three Gnosis points as well as roll Intelligence + Occult (difficulty 9). Each success allows the Viskr to carefully reach out to the Great Web, touching the strands and moving them to where they need to be to alter the reality of the situation. One success would be enough to maintain an injured life that is on the edge of death; five successes would heal virtually all of the wounds, but it would still leave very serious scars. A botch instantly attracts a Paradox spirit.
+
'''System:''' Roll Charisma + Rituals; the difficulty is equal to (5 + the size of the local colony). Remember the number of successes; it's the colony's "Concealment Rating". If anyone who is not a Ratkin tries to use a skill or supernatural ability to determine the location of the nest, subtract these successes from the roll. The rite must be performed once each month to maintain this effect.
  
The full power of the rite is left to the Storyteller to adjudicate, but we reccomend that the rite be left incapable of doing anything that a Rank Three Gift or so couldn't accomplish. Healing wounds and popping locks is fine; healing fomori and creating zombies is far too much. The more blatant the change in reality, the more likely a Paradox spirit is to come and punish the Viskr for his presumption - in other words, the spirit might arrive whether the roll botches or not. The precise odds are left to the Storyteller's discretion; it's easy enough to tell when a Viskr has dared too much.
+
''(Ratkin BBp 73)''
 +
----
  
''(Ananasi BB p98)''
 
----
 
  
  

Latest revision as of 16:56, 2 November 2019

Garou.png Garou rites

Rituals by Name · Rituals by Type
Fera rites Fera Rituals · Hengeyokai Rituals
Ajaba.png Ananasi.png Bastet.png Corax.png Gurahl.png Kitsune.png Mokole.png Nuwisha.png Ratkin.png Rokea.png
Ajaba Ananasi Bastet Corax Gurahl Kitsune Mokole Nuwisha Ratkin Rokea


Sources: PGttCB 146-147, Ratkin 68-73

Type Roll Difficulty
Mystic Wits + Rituals 7
Accord Cha + Rituals 7
Nest Varies (Max. Gnosis) 7
Punishment Cha + Rituals 7

Ratkin Rites

Level 1

  • Rite of the Birthing Plague
  • Dedication

  • Rite of Artifice Dedication
  • Rite of the Bolthole
  • Rite of the Cardboard Palace
  • Contract Rite
  • Rite of the Pain Dagger

Level 2

  • Rite of Spirit Summoning

  • Rite of Crash Space
  • Rite of the Purified Body

Level 3

  • Rite of the Fetish

  • Rite of Investiture
  • Pact of Vengeance
  • Rite of the Shopping Cart
  • Ritual of the Shiny Thing

Level 4

  • Rite of the Swarm

Level Varies

  • Rite of Warding

Level 1

Rite of Artifice Dedication (Mystic) - This rite allows a ritualist to bind an object or article of clothing to a fellow Ratkin. By laying paws on any mundane item, the ritualist can ensure that it will remain with the dedicated rodent while he shifts between forms. There is one major difference between this rite and Talisman Dedication: If desired, the size of the artifact can be greatly reduced when a wererat shifts, down to a size that even a ratling pup can use.

For instance, a Homid Ratkin's favorite battered hat might reform as a very, very tiny hat when the beastie is in Rodens form, or just disappear out of harm's way until the traveler is in Homid form again. One word of caution: Any rat in Rodens form who carries tiny items is advised to stay hidden as much as possible. At best, being seen might possibly invoke the Delirium (even if the wererat is not in Crinos; at worst, someone will call the bad men in lab coats to come and take you away

System: The ritemaster must be in Rodens form, and the recipient of this rite must be in Homid. Each of them spends one Gnosis; the ritemaster rolls Wits + Rituals (difficulty 7). Normally, binding an object only requires one success, although particularly large objects may require more. If the roll is botched, the item is still bound, but becomes defective in some way. Other than these differences, the rite functions much as the Garou Rite of Talisman Dedication.

(Ratkin BB p69)


Rite of the Birthing Plague (Mystic) - Once a rat pack has learned to properly serve one of the three major Incarna, they are ready to help bring more lost children into the fold. After the fulfillment of a rat pack's first contract, a Rat Gaffling will seek out the pack and teach them the rite of the Birthing Plague. He may also immediately tell them where a prospective wererat might be found. Rescuing lost Kinfolk brings great Renown, and the rat pack will no doubt immediately school him on what they've learned so far. Plague Lords typically learn this ritual as their first rite.

Performing the ritual summons a Rat Gaffling to bite a prospective Ratkin and determine whether a new wererat can be created. The victim is usually either rat Kinfolk or human Kinfolk, or a newly spawned Metis wererat. If it is performed on a human, the results are deadly. Once bitten, the subject is ravaged by disease, which consumes mind, body, and spirit alike. If the victim dies, there's one less human or weakling rat in the world. If the victim survives, he slowly transforms into a full-blood Ratkin. Hallucinations from the plague offer revelations of the new wererat's life. Garou, other shapechangers and their Kinfolk are not affected by this rite; they've already found their calling. Humans can be wounded with this rite, but they wont become Ratkin unless they are Ratkin Kinfolk. Ratkin infected a second time with this rite are unaffected by it; they have already pledged to serve their aspect for the rest of their days.

System: First a Ratkin must successfully bite or claw a chosen victim. If the attack does any damage, the ritemaster then rolls Wits + Rituals (difficulty 7) to spread the Infection. The virulence of the disease depends on the number of successes:

Successes Infection
1 Inflicts the victim with one aggravated health level of damage.
3 Inflicts enough aggravated damage to take her down to the Wounded health level, bestowing a fever dream of terrible visions and a full day of unconsciousness.
5 Inflicts enough aggravated damage to take the victim down to the incapacitated health level. The dreams continue until the victim is resuscitated.

If the victim is a Ratkin Kinfolk, she then has a one-in-ten chance of becoming infected; roll one die against a difficulty of 10. If the roll fails, the Kinfolk may still survive. Roll Stamina (difficulty 6); three successes means the victim survives, but only after a protracted illness. If the roll scores fewer successes, the victim takes one additional level of aggravated damage each day until cured or killed.

Those who aren't actually Kin have a much rougher time surviving; normal mortals wounded by this rite make the Stamina roll to survive at difficulty 8.

Any Infected Kinfolk is continually on the verge of losing control. Kinfolk characters caught in the throes of the Birthing Plague have an effective Rage 4 and Gnosis 4 until they undergo the First Change. They cant spend these points, but they can make frenzy rolls and Rapture rolls based on these two traits.

(PGttCB p147, Ratkin BB p69)


Rite of the Bolthole - This is the first rite a Tunnel Runner learns. It does more than simply open a bolthole from the physical world to the Umbra; it also provides a short-cut for Ratkin who need to travel long distances. Spirit tunnels are a relatively safe form of travel, since only the smallest and most perceptive spirits can use them.

Any Ratkin who holds hands (or joins paws) with the ritualist and his fellow travelers can also enter the spirit tunnel, which closes behind the deceit of wererats. After the pack tunnels into the Umbra, the path changes behind them; they cannot turn back, nor can they follow the exact same route later on. A Ratkin doesn't have to use this rite to step sideways, but if he does, he may find traveling through the Umbra much easier.

System: Performing this ritual requires two components: A shiny thing and privacy, the two most valuable goals a rat can attain. Spend a point of Gnosis; a Perception + Rituals (difficulty 6) roll determines how well the rite succeeds. If you want to use an Umbral tunnel as a "short-cut" through the physical world, the Storyteller first calculates how long the journey would normally take on land. He then reduces that travel time based on the following table.

Short-cuts through the Physical World

Successes Travel time reduced by...
1 1/5
2 1/4
3 1/3
4 1/2
5+ 2/3

If the Ratkin is trying to travel from the physical world to a specific realm in the Near Umbra, the number of successes shows the chance of arriving at the specified destination. After you've made the initial Perception + Rituals roll, roll one die against the difficulty listed on the short-cut (or roll percentile dice against the listed percentage); on a successful roll, you arrive safely. If you miss the "accuracy roll", the Story teller gets to choose an umbra realm as your new destination. Good luck getting back.

Short-cuts through the Spiritual World

Successes Difficulty for 2nd roll ("accuracy")
1 8 (20% accurate)
2 6 (40% accurate)
3 4 (60% accurate)
4 2 (80% accurate)

If you want to travel to the Deep Umbra, you can declare an Anchorhead as your destination, but after that, your travel time would be the same as for any other shapeshifter. Passing through an Anchorhead Realm requires the assistance of a Rank 3 Tunnel Runner, an Unearthly Ratkin, or any Munchmausen.

If a Ratkin botches on a Bolthole Rite (or botches a Gnosis roll to step sideways), the player rolls one more die. On a roll of a 1, the rite has botched so badly that a temporary Stairway Realm is created. On any other roll, the pack is just caught in the Gauntlet, just like the Garou stepping sideways. Ratkin, unfortunately,don't react as well to being caught in the webs between these two dimensions...

(Ratkin BB p70)


Rite of the Cardboard Palace (Mystic) - This classic rite is taught by Bone Gnawers. The ritemaster can transform something as flimsy as a cardboard box into a decent place to sleep. Rodens Ratkin don't need such palatial estates; a milk carton or tissue box provides plenty of room.

System: A roll of Intelligence + Survival (difficulty 7) can turn an ordinary shelter into a comfortable home for the night, keeping the people inside it warm and dry. It can be used on someone else's shelter, or your own. Of course, a home for one human can become a home for dozens of rats.

(Ratkin BB p70, Bone Gnawers TB p74)


Contract Rite - This is the first rite a Knife-Skulker learns, although no lone wanderer would take to the road without it. The Contract Rite is a method by which a Ratkin can sell his skills to another group of supernatural creatures. A particularly skeptical wererat may even take out a contract with his own rat pack before he joins. Before working with any other group of individuals, a Ratkin always has the rite to ask "What's in it for me?" The most common types of compensation include safe passage through the domain, access to a sacred site, supplies, talens, and exchanges of favors.

When an area is overrun with Ratkin, swarms of wererats hire themselves out to anyone who can meet their demands. Retinues of courtiers and other traditional rat packs insist that their Tunnel Runner should approach a group initially, but their Knife Skulker should negotiate the final Contract Rite. Anarchist rat packs allow wererats of any aspect to perform this rite. There is only one overriding proviso: a rat cannot betray other Ratkin as a part of a contract. The Litany of Survival states that the wererat should betray others before betraying his own kind. Knife Skulkers enforce this dictum with brutal efficiency.

The rite serves as a declaration, with the spirits as witnesses, of what each party in the contract intends to get out of the alliance. With rat packs, this is largely a formality; a wererat who breaks a Contract Rite loses Cunning Renown and damages his reputation, but is still free to make other contracts. A Ratkin dealing with other supernatural creatures, however, takes a big risk when performing this rite. Breaking a contract will result in the wererat being hounded by Rat spirits until the terms are fulfilled. Wererats may dismiss such obligations as trivial, but other supernatural creatures often seek revenge for betrayal.

When other supernatural creatures enter into a Contract Rite with a Ratkin, the most common goals involve gathering information, stealing valuables, or assassination. ("If you steal that fetish from the sept leader, I'll burn down the insane asylum and kill the vampire inside of it" "Deal!") Ratkin can always sweeten any deal with a few carefully disclosed facts, giving their race a reputation, as one would expect, for "ratting" on former supernatural allies. This is considered sleazy by anyone other than Ratkin, who fully expect such behavior.

Two guidelines are essential for any outside species who want to make contracts with wererats: Never turn your back on a Ratkin, and never betray a contract. Other supernatural creatures who try to cheat wererats succumb to a very important clause: the rite of a Knife Skulker to seek redress. Any good contract includes a "punishment clause", and skulkers love to enforce them.

System: At the end of negotiations, the ritemaster spends one Gnosis and rolls Manipulation + Rituals. The spirits witness this transaction; your totem will acknowledge your pact by giving a member of your deceit a brief vision. Some bastards like to leave a few loopholes in an agreement; the totem's vision often relates to at least one of the flaws in the contract. , as the Storyteller describes a scene that shows a situation where the contract could break down. The amount of detail and length of this vision depend on the number of successes on the final roll. If either party reneges on the contract, the totem will bless the ritemaster with a vision of the transgression.

If the contract is broken, the method of enforcing the punishment clause is left entirely up to the Knife Skulker. Some prefer to harry and harass those who refuse to hold up their end of a contract. A few favor ritual crippling (getting a victim alone and taking him down to Crippled with aggravated damage). The most effective method is simple assassination. Any of these tactics spreads the message that no one double-deals the rats. For Storytellers who are using Renown rules, fulfilling a punishment clause is a good way to gain Infamy, but only if your totem acknowledges its approval of your act with a vision.

Wererats trade favors with other supernatural creatures like pack-rats trade shiny things, but any staunch Ratkin roleplayer is advised to write down every pact he's made. No doubt the Storyteller will remember every deal you've made in just as much detail, if not more...

(Ratkin BB p68)


Dedication Rite (Accord) - This is the first rite a Shadow Seer learns, but any wererat can learn it from a Shadow Seer. It temporarily binds a rat pack to their totem and defines the collective goals they want to achieve. The ceremony is performed by a pack of rats gathered in a circle. Each member places an object in the center of the circle that represents the role of the pack. The ritemaster then walks around the gathering and speaks to the heavens, describing the great quest the pack intends to fulfill on the Incarna's behalf. The items them vanish immediately; they do not return to the pack members until the quest is fulfilled or formally abandoned. Once the pack has fulfilled its goal, they also have the option of "renewing the pact" or declaring allegiance to another Incarna. Renewing the rite doesn't require another rituals roll; changing totems, however, requires the pack to perform this rite all over again.

System: The ritemaster spends one Gnosis and rolls Charisma + Rituals (difficulty 6) at the climax of the ritual. Each success gives one temporary Background point of Totem, which is used to purchase the pack's totem. There's a chance the mystic may not get enough successes, so after the roll, each pack member may sacrifice one point of Willpower to add one extra success for each Willpower point spent. These Willpower points are not refreshed until the pack achieves or formally abandons its quest. Allying with a City Father or Mother requires 3 points; declaring a pack's allegiance to Rat requires 5 points; serving Grandfather Thunder requires 7. A few strange packs serve other Incarna; the cost required for these false gods are the same as those listed in the core rulebook.

Retinues of courtiers require Shadow Seers to perform this rite; in a formal, traditional rat pack, if a wererat of another aspect performs this rite, he will lose two temporary Obligation Renown.

(PGttCB p146, Ratkin BB p69)


Rite of the Pain Dagger (Mystic) - This is the first rite a Warrior learns, and only Warriors may perform this rite, regardless of whom they serve. The ritual creates a sacred dagger similar to a Garou Klaive. A Ratkin cannot join the Warrior aspect until she has successfully performed this rite. The ritual binds a War spirit, Pain spirit, Rat spirit, or Disease spirit inside a ceremonial blade. The dagger can be created out of any material, but it must have special spiritual significance to the creator. A Warrior cannot own more than one Pain Dagger at a time; if the weapon is destroyed, he loses Renown, but he can create a replacement.

The Pain Dagger is a sacred blade, an expression of the purity of a Ratkin's devotion. The blade is used ceremoniously in battle, once it is drawn, the Warrior's pride is at stake. If the Warrior uses his Pain Dagger irreverently (duct taping it to his boot, mounting it on the hood of his car, or using it to pry open cans of food, for instance), he will bring shame upon himself. The spirit inside the blade must be treated with respect; if a Warrior doesn't do this, the spirit will protest, and the wererat will lose at least two Obligation Renown.

System: Spent one point of Gnosis to create the dagger, and a second point to bond the dagger to the Ratkin. The Warrior then sits in meditation, reflecting on his martial training. Roll Intelligence + Enigmas, the difficulty is the local Gauntlet. If the Warrior's heart is pure, a spirit will Materialize and challenge the warrior to single combat. Once the entity is defeated, it takes up residence inside the blade.

Finish by rolling Wits + Rituals (difficulty 7). If the wererat fails, the spirit will inhabit the blade for twelve hours before escaping. If the wererat succeeds, the binding is permanent and the "spirit blade" will inflict aggravated damage. A typical Pain Dagger inflicts Strength + 3 damage, but the weapon can inflict only non-aggravated damage to the Ratkin who is bound to it. Each time the weapon is unsheathed, it draws a point of Gnosis from its user; if the user has no Gnosis left, the damage is non-aggravated.

At the Storyteller's discretion, a particularly powerful spirit may also be able to use one or more of its Charms while bound inside the weapon, providing the Warrior also spends Background Points for these extra effects. For mathematically inclined Storytellers, the cost is equal to the Power cost of the Charm. (For instance, a War spirit who can inflict the Blast Flame Charm costs two extra Background Points for each die of damage possible.) If the Warrior hasn't set aside these points, she'll have to save up the experience points to pay for them. This spiritual power can only be used once each time the blade is drawn.

A Warrior can bind one of the following Charms into a Pain Dagger as long as he's summoned the right spirit: Airt Sense, Agony, Armor (2 points maximum), Blast Flame, Create Fires, Create Wind, Freeze, Ice Shards, Infection, Shatter Glass, Throw Glass, or Tracking. As one would expect, other Charms require special permission from the Storyteller; discretion is advised.

(Ratkin BB p70)


Level 2

Rite of Crash Space (Mystic) - While werewolves build elaborate caerns to support entire septs of Garou, wererats cant afford such ostentatious surroundings. If the Rite of the Cardboard Palace isn't enough for you, a ritualist can transform any hidden home where rats can nest, recover and meditate. These hidey holes are often used by rats who are about to give birth, establishing a peaceful site for raising dozens of pups. While Garou can meditate just about anywhere, wererats have to remain someplace relatively safe when meditating to regain Gnosis. The Shrine at a Ratkin colony or crash space blessed with this ritual are the two most common choices.

System: Creating crash space requires a point of Gnosis and an Intelligence + Survival roll (difficulty 7); the home is safe for one week for each success. After ten minutes of scurrying about and gnawing at the appropriate corners, the shelter is cozy enough to serve as a place of meditation. The wererat must also erect a shrine out of nifty stuff from around the neighborhood.

Once this is done, any Ratkin in calm meditation at this site can regain Gnosis. Any wererat can attempt this by rolling Intelligence + Enigmas; for each success obtained, the Ratkin gains one point of Gnosis after an hour of contemplation and quiet time. Under the optional Ratkin Psychology rules, a reflective and calm were rat will then appear saner and more stable to those who encounter her.

(Ratkin BB p71, Bone Gnawers TB p75)


Rite of the Purified Body (Accord) - This rite cleanses another's body of all poisons, whether magical or natural. It can counter the Rite of the Birthing Plague for those who haven't become Ratkin (after the final Stamina roll) or the effects of a Plague Lord Epidemic.

System: This is a Rite of Accord performed by a healthy Ratkin, who spends one point of Gnosis. The roll is Charisma + Rituals (difficulty 7)


(Ratkin BB p72)


Rite of Summoning (Mystic) - As the Garou Mystic Rite: Rite of Summoning. - The Garout must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A cat already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine the target numbers from the following chart:

Difficulty Spirit Type
4 Gaffling
5 Jaggling
7 Totem Avatar
8-9 Incarna
10 Celestine Avatar

For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:

Successes Effect
1 Spirit comes eventually and is initially hostile
2 Spirit manifests quickly, but is initially hostile
3 Spirit comes immediately and is neutral
4 Spirit comes immediately and is passively benign
5 Spirit comes immediately and is friendly

A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit - or even Banes - in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to summon a specific spirit will have no chance of success. At other time, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.

(Ratkin BB p69, Werewolf: Revised, p161)

Level 3

Rite of the Fetish (Mystic) - As the Garou Mystic Rite: Rite of the Fetish - This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.

System: See the Fetish Creation chart for the steps for making a fetish.

(Ratkin BB p69, WWRevised p161)


Rite of Investiture (Nest) - This Shadow Seer rite marks the ascension of a Rat King, the unquestioned ruler of a Ratkin Nest. Because it is a very formal rite, only a Shadow Seer Mystic - a Seer who is at least Rank Three - may invoke it. If a wererat colony doesn't have a high-ranking Shadow Seer, they can either recognize him informally with a great feast, or summon a Mystic who can formally perform the appropriate rites. This rite spiritually binds the Rat King to his domain. Through the eyes of Rat spirits who inhabit his realm, he may see what transpires there (much like the user of the Garou Caern Rite: Badger's Burrow).

System: The new Rat King must have the support of all of the colony's elders (that is, the eldest Ratkin present of each aspect) before he can assume the throne. Elders typically perform contract rites with the heir apparent in return for this support; if not, they are typically killed by power-hungry rodens rivals. The Shadow Seer then spends a full fifteen minutes praising the new Rat King as he proceeds slowly from the local shrine to a throne in the largest chamber of the nest. At the end of this procession, she rolls Manipulation + Rituals (difficulty 6). If the spirits concur, all of the elders present receive a magnificent vision from the Rat Incarna proclaiming the glory of the new king.

(Ratkin BB p72, WWRevised p158)


Rite of the Shopping Cart (Mystic) - This ritual is just as common among Bone Gnawers as it is among Ratkin. For Ratkin Engineers, it is their first rite. It increases the amount of stuff any cargo-carrying device can hold. Shopping carts are the most commonly used modes of transport, but some Tunnel Runners take to the road with cardboard boxes or backpacks bulging with unidentifiable possessions.

System: Roll Manipulation + Rituals (difficulty 7) and spend a Gnosis point. Each success allows you to carry another ten pounds of trash, junk, loot, or stuff.If you like, each success can also represent one hidden rat. Some humans object to anyone traveling cross-country with a rodent companion, this rite makes "rat smuggling" much easier.

(Ratkin BB p72, Bone Gnawers TB p75)


Rite of the Shiny Thing (Accord) - Rat packs disagree all the time. Through confrontation, the members of a pack drive up their Rage, turning anxiety into raw energy. When an issue desperately needs to get resolved, a Ratkin with this rite may invoke it to settle an issue once and for all. The mystic may use the Ritual of the Shiny Thing to resolve any dispute between wererats in her local nest, or find a temporary leader of a pack, if necessary. Performing the rite relieves angst and prevents pack members from turning on each other like... Well, you know.

The invocation is very informal, something along the lines of "I demand... The Shiny Thing!" At that moment, all the pack members bolt, looking for the shiniest, most impressive object they can find. The master of this rite waits behind, watching for the first three Ratkin who return from their quest. Only the first three rats who return have a chance of "resolving" the rite. Once the rest of the pack returns, they then vote on which item is the most impressive. That item becomes the Shiny Thing, a relic which must be carried (or displayed) by the new temporary pack leader. The keeper of the Shiny may then pass judgement on how to resolve the most immediate problem.

A pack may add additional restrictions on this rite when it's performed. In most packs, the Shiny Thing must not be given freely or stolen; it must be found. The item must be discovered after the rite is declared - no fair hoarding every shiny thing you can find for the next observance! Rat spirits watch over the Ratkin involved to make sure the proper rules are obeyed. As a side note, wererats may not use the Scrounge Gift to fulfill this ritual.

On rare occasions, the ritemaster may demand a specific object. For instance, some Munchmausen claim one of the most famous invocations of this rite occurred during a winter long ago, when a tyrannical Rat King wanted to find an heir to replace him. He promised his throne to the first Ratkin Warrior who could bring him... a shiny new nutcracker! The rest of the story has been told as a Christmas legend ever since, though with a decidedly different ending.

System: The ritemaster asks the spirits to watch over the poor fools who go dashing off in this mystical scavenger hunt. Each player announces where his character is searching, what he is looking for, and what dice pool he thinks he can use to find the item (e.g. "Frankie's going to use Perception + Medicine to find surgical tools in the doctor's office" or "Johnnie's using Manipulation + Subterfuge to seduce the clerk at the jewelry store.") The Storyteller may, of course, suggest an alternative dice pool. The Ratkin with the most successes on this roll are considered the "first ones back". The rest of the characters then vote on the most impressive shiny thing. Afterwards, whenever there is any doubt about who's leading the pack, the victor of this rite may gleefully hold the Shiny Thing aloft to proclaim his leadership.

(Ratkin BB p72)


Pact of Vengeance (Punishment) - This Knife-Skulker rite is performed when a member of his rat pack has been killed. If the Skulker belongs to a colony, he may also perform it when the local Rat King has been slain. The ritualist calls out to the spirits for justice and learns the identity of the murderer instantly. This rite is one of the reasons elders hire out assassination contracts to rats that are "just passing through" their domain.

System: The roll is Perception + Rituals; the difficulty is equal to 4 + the killers Rank. The amount of information revealed depends on the number of successes gained. Five successes summons an image of the murderer that everyone present can see; fewer successes will provide hints and clues that a rat pack may follow up on; a botch shows that the spirits wish for the murderer's identity to remain secret.

(Ratkin BB p72)


Level 4

Rite of the Swarm (Punishment) - This maddening call may only be invoked by a Ratkin of the Warrior Aspect. Breeding armies of rats is a sacred duty; every rat Kinfolk in a colony dreams of spawning more soldiers for the Army of the Apocalypse. The Rite of the Swarm must be justified before the spirits will allow it. The Warrior must give a brief tirade about the victim who is to be overwhelmed by the swarm. This may include a call for justice, a statement of his crimes, or simply a series of insults about the crimes of his race.

System: The Ratkin first spends a point of Gnosis and rolls Manipulation + Animal Ken. The first creatures to be called up by the swarm are the normal rats of the area. If the cause is just, Rat spirits will materialize in the host of rodents to direct it toward the appropriate victim. Roll Charisma + Rituals ; the size of the rats depends on the number of successes. The Storyteller consults the section on Swarms (Ratkin BB p 101):

Short-cuts through the Physical World

Successes Swarm type
1 or 2 Average rats
3 or 4 Huge rats
5 Big-Ass rats

(Ratkin BB p73)


Varies

Rite of Warding (Nest) - Ratkin pride themselves on hiding their nests well; the Rite of Warding makes it difficult for any creature to find where a colony is hidden. This rite is performed every time the population of a Ratkin nest surges. The strength of a Ratkin sacred site depends on the number of wererats who live there, focusing chaos on the spiritual center of the nest. Once the local population has grown enough, the local mystic then performs this rite in tribute to the Rat Incarna. The ritemaster must be of a Rank equal to the new level of the nest.

Rat spirits will then invest the spiritual center of the nest. If the Rat spirits don't think that the site is a good one, they may demand that a local rat pack undertake an Umbral quest on behalf of the local wererats. Fulfilling this quest may decide the proper name of the nest, the name of a new tribe, or even the title of the next Rat King.

System: Roll Charisma + Rituals; the difficulty is equal to (5 + the size of the local colony). Remember the number of successes; it's the colony's "Concealment Rating". If anyone who is not a Ratkin tries to use a skill or supernatural ability to determine the location of the nest, subtract these successes from the roll. The rite must be performed once each month to maintain this effect.

(Ratkin BBp 73)