| Secret of Ratkin |
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| The character gains a bonus die to any ANIMAL HANDLING (I) checks involving rats. He is also able to communicate with rodents in their own language. His thick fur and claws mean that he takes no circumstance penalties for BRAWLING (V) against an armed opponent. |
| Secret of Rat Companions |
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| Ratkin often carry a few friendly rats with them, perhaps members of their litter. The rats in toto are a secondary character EXPERT (2) with stealthy rat-type things. They have one Pool-point, or three if the player has named individual rats or otherwise focused play on them. The rats usually follow instructions, but they scatter immediately under violent attack and only return in the next scene. |
| Secret of Sibling Rivalry |
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| Fighting with a member of his litter refreshes the character’s INSTINCT Pool. Any Harm caused by the litter-mates to each other is reduced by the value of the attacker’s LITTER BOND (I). |
| Secret of Curiosity |
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| The character can use tools and equipment he found with SCROUNGING (I) instead of the proper Ability, but only as long as he hasn’t figured out the proper use of the tool. |
| Cost: 1 REASON, cumulative per tool. |
| Secret of Resistance |
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| The character is highly resistant to toxins and disease. When succumbing to such is at issue, the player may opt to pay VIGOR to turn a failed ENDURE (V) check inconclusive; the character has a slight fever and does not develop a resistance to the disease, but does not suffer any ill effects, either. |
| Cost: VIGOR equal to check difference for opposed checks, 1 VIGOR otherwise. |
| Secret of Rat-Stealth |
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| The character has learned to avoid human attention. As long as he stays in hiding and does nothing to attract attention, he has SUPERIOR LEVERAGE against humans in skulking. Doesn’t work against dogs and other creatures more aware of their environs. |
| Cost: 1 INSTINCT per human present. |
| Secret of Bond-Speech |
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| The character can communicate with members of his litter with a successful LITTER BOND (I) check (made by both for twoway communication). The communication is incomprehensible or even invisible to outsiders, consisting of small signals. The player may spend Instinct to allow the character to communicate over distance and through obstacles, using a means mysterious to non-ratkin. |
| Cost: 1 INSTINCT per obstacle and 3 for a long distance. |
| Secret of Mind-Speech |
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| The character can use BOND-SPEECH with other ratkin and rodents aside from his own litter. Doing so at distance pretty much requires knowing the scent of the target. |
| uirement: SECRET OF BOND-SPEECH. |
| Cost: 1 REASON per target. |
| Secret of Rule-Speech |
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| The character can try to force a target of BOND-SPEECH to act against its will. |
| Requirement: SECRET OF BOND-SPEECH. |
| Cost: 1 VIGOR per target. |
| Secret of Toxoplasm |
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| The toxoplasm is a parasite living inside a host brain, most likely a human. A character with the toxoplasm is considered ratkin for the purposes of BOND-SPEECH. In addition, the character suffers a penalty die against ratkin in social conflicts. The character might be able to use LITTER BOND (I) after living among ratkin for a long while. |
| Requirement: The character is human. |
| Secret of Albino Weird (Secret) |
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| The character is an albino, with white fur and red eyes. He suffers a penalty die for everything he does in direct daylight, due to his sensitiveness. The character also has a weird: in times of stress the character manifests a culture-appropriate magical Secret of the player’s choice; if the Secret requires the use of an Ability, the Ability can be substituted by BESTIALITY (V). If the character learns the Secret in question, swap the weird to a different Secret. The Secret may also be swapped prematurely in a life-threatening situation. |
| Cost: 1 REASON to use, 3 INSTINCT to force the Secret to swap to another one. |