RPGnet
 

Ratkin

Author: Brian Campbell
Category: game
Company/Publisher: White Wolf Game Studio
Line: Werewolf: the Apocalypse
Cost: $19.95
Page count: 140
ISBN: 1-56504-342-1
SKU: WW 3080
Capsule Review by Derek Guder on 09/27/99.
Genre tags: Fantasy Modern_day Horror
The Changing Breed Books for Werewolf: the Apocalypse have had a history of quality and imagination, and Ratkin, while not the best of the line, is certainly no different. It did what any splatbook should do, it made me want to play a Ratkin, filling my head with ideas about different character concepts and campaign ideas. Unfortunately, however, I also think that it is among the weakest of the breedbooks, having more obvious chinks and flaws than Bastet or Corax. While it lacks the former's mystery and the latter's humor, Ratkin does have a unique tone of near-frenzy and constant excitement, carrying across that rodent feel very nicely.

A Gorged Throat Full of Murder

The comic was surprisingly well done. I have to admit that I have nearly fallen in love with Prescott's art style, but beyond that it actually managed to get the frenetic feel of the Ratkin across well. It even showed just how their sanity buckles underneath the weight of the Birthing Plague and the kind of War of Rage the Ratkin fight.

Introduction: The Shadow of the Rat

Faced by one of Jeff Rebner's more disturbing and frightening picture (topped only by his full-page image for chapter three), this chapter is somewhat odd, diverging from most introductions in White Wolf books. Beyond the usual talk of mood and theme, it also has a brief summary of history as well as a short description of various Ratkin aspects, the closest thing they have to tribes or Auspices.

Chapter One: Ratkin Legends

This is the history of the Ratkin, couched in the story of a Ratkin telling their history to Gregor, a kinfolk undergoing the Birthing Plague and being inducted into his heritage. It is a short history, focusing mainly upon the evils and crimes of the Garou during the War of Rage and the Impergium. It nicely sets up the stage for the almost fanatic "survive at all costs, despite our oppression" tone throughout the rest of the book.

The history is rather short and quick, but it does have many nicely done images and sets a feel for how the Birthing Plague acts and what its effects are. This is one of the few splatbooks where the in character presentation actually serves a purpose beyond allowing the author to write in a humorous manner and claim "point of view!" for an inconsistencies.

The much too short section on the Nezumi was superbly done, however. The short little parable is the way that all Werewolf: the Apocalypse books should be written. It really emphasizes the oral tradition and religious nature of the Changing Breeds.

Chapter Two: Infesting the World

This chapter delves into how the Ratkin survive and flourish around and outside of the world. From their behaviors in cities to how they survive in rural environs, this chapter looks at how the breed behaves and where they live around the world. A nicely done chapter (with some excellent illustrations by newcomer Mitch Byrd), it explains culture and relations quite well.

It starts off with some basic Ratkin psychology and general world view (on cities, the country and the spirit worlds) and then moves into how the First Change and the voices that the Ratkin hear during (and often after) the Birthing Plague runs its course affect its life. Then there is a look at Ratkin society, divided among high and low levels (those concerned with ceremony and those who abhor it). The role of Elders and rank on politics and intrigue are explained in detail, as are the methods to which the Ratkin ascend to power.

The section on Ratkin worldwide (as well as that on rural Ratkin) was informative and very useful, reminding me of how much of the Ratkin population does not live in the city, despite the stereotype. The various plagues (extended families or tribe-like societies) of Ratkin around the world are varied enough to give flavor to each, but I would have liked more definition of how far their power extends and how they arrange themselves.

How the Ratkin interact with spirits is well written, and they are often even more spiritual than the Garou, sometimes too much so. More than a few Ratkin have spirit parents or actually were spirits before they contracted the Birthing Plage. A brilliant idea, I think, but I wonder why the Ratkin have such a distinction but other breeds like the Nuwisha or even the Garou do not. As an aside, I found the mention of the spirit "Freakachu" to be immensely amusing. Damn epilepsy-inducing electric demon rat.

Ratkin relations with others was done well, if not in amazing detail from a nicely used in character spiel again. By very obviously rooting the information in the words of two different (and often disagreeing Ratkin), the author was able to provide both the stereotype of interaction (especially with the Garou tribes) as well as enforcing the reality that stereotypes are only that and are not reality. That distinction is something that many splats in the World of Darkness seem to miss entirely.

Chapter Three: Crunchy Bits and Shiny Things

This chapter is all about character creation and traits. This is where some of the more interesting rules tricks come to the light, like Blood Memory and the Background Freak Factor. The new traits are interesting, although not entirely clear. I am still unsure of the Ratkin's relationship with Caerns. While they have nest and colonies that are mentioned as having holy sites, I am not entirely clear about how the Ratkin interact with something that is the lynchpin of Garou society and often central to the other breeds. In addition, while Freak Factor is very interesting, I don't like the fact that it operates differently from other Backgrounds (that is just a taste thing, I like all traits of one kind to work the same for the most part) and I think that it is sometimes too limited. The effects of each level are very specific, and I am not entirely sure I like that. I haven't decided entirely, but it is a background that does bear extensive reading and pondering.

The section on Totems was very nice, explaining how the Ratkin all follow Rat, but sometimes will temporarily pledge themselves to another Totem for a specific goal. Although the handling of Totems in Werewolf: the Apocalypse has always annoyed me because it never got deeper enough into the religion that it should have been, I was overjoyed to see that sidebar about how the Ratkin view Rat as a woman, and those who refer to the Rat God as a "he" are viewed as heretical and part of a strange cult based in North America.

For some reason, Rites, fetishes and talens are also included in this chapter, instead of at the end of the book with the Gifts. Either way, the Rites are, for the most part, brilliant, especially the Ritual of the Shiny Thing. My one concern with the chapter (one that is carried through the rest of the book) is the emphasis on the Rites. All Ratkin know at least one Rite, unlike with the Garou, and I don't really like that rule. The fetishes are among the best in Werewolf: the Apocalypse, both in sheer cool imagination and usefulness. The merits and flaws that follow them are workhorse like most.

The chapter ends with a quick look at Ratkin philosophy, focusing on how they view the Apocalypse. This, like the information on Totems and the Rat God, serves to give the breed more culture and definition. A very nice addition, and something that I think should be upheld in future Werewolf: the Apocalypse products.

Chapter Four: Aspects and Renown

This is where the book starts going downhill quickly, and not just because Brian LeBlanc did the artwork for it. While I like most of the Aspects in general, I don't like the fact that they all have strengths and weaknesses. As intelligent an idea as tribal flaws, I knew that I was going to ignore them the moment I saw them. Like the tribal weaknesses, they are better served as merits and flaws, not mandatory restrictions with little reason to them. The Aspects themselves are alright, but nothing really that nice. I like the lack of the "Galliard" Aspect, and I'm glad to see it still dead. It shows the glaring wound still in the side of the Ratkin society, although I don't know why no one has tried to fill the void, Aspects are chosen by the Ratkin himself, after all. I am not quite sure why the Knife Skulkers and Warriors are separate, but they are certainly so. I think that the Warriors suffer from a lack of personality because of it though. The Knife Skulkers themselves, however, seem odd to me. They make claims about upholding justice in all things but there is almost no mention in the book about what that justice would be. I got the impression it was a kind of "survival of the fittest and don't mess with Ratkin" kind of code, and that leaves little wrong-doing for the Knife Skulkers to punish so fervently. I think that some code or tradition separating them from the rest of Ratkin society (in beliefs at least) would have been a nice addition.

The Freak Aspects are a mixed bag. While I like the Twitchers and Plague Lords, I think that the Munchmausen and Engineers are a little too silly for my taste. The Engineers are a bit too stereotypical and superfluous to me and the Munchmausen are way over the top. I think that they would have been better served more as an analog to Marauders than the fish Malkavians they came across as.

The section on Renown and the Litany was nice as well, differing enough from the Garou's version that the Ratkin are given an independent culture but not so much that they cannot be seen to arise from similar source. It was nicely done with commentary from various Ratkin to provide that first-person feel to it.

Chapter Five: Systems and Storytelling

This is where the books gets heavy-duty into the rules, and it was surprisingly interesting. The affects of Rage and Gnosis on the Ratkin are nicely explained, as is the Rapture, where the Ratkin "disconnects" from the world through a "Gnosis frenzy" or overload and gets visions and hallucinations, believed to be sent by the Rat God. I have to say that I am in love with the Rapture, and I really like the additional spiritual aspect it gives to the rats. The optional rules for psychology based on relative levels of Rage and Gnosis were also surprisingly good, because I usually despise rules like that. It adds more to the unbalanced feel of the Ratkin than it takes away from role-playing. The solid chapter finishes out with a discussion of Rewarding Renown and Storytelling a Ratkin chronicle.

Appendix One: Ratkin Gifts

I didn't expect much from this chapter, but that is because I find Gifts to usually be really bland and boring. I think that Werewolf: the Apocalypse has more than enough Gifts, and I tend to simply skim new ones. There are a fair number of Gifts that really capitalize on the ability Ratkin have to step sideways, but the only Gift really worth mentioning in a review is that of Itchy, a Rank 3 Metis Gift which pretty much allows you to become a cartoon in the Umbra, down to following the Cartoon Laws of Physics.

Appendix Two: Rat Bastards

This is the standard template and "Who's Who" section of the splatbook. While the templates are the standard not-so-interesting fare, I found the famous Ratkin to be very interesting indeed. I liked Momma Rat so much I was almost tempted to bring her into a Vampire: the Masquerade game and I found Danny "Diz" Walton a hilarious character.

Appendix Three: The Real World

This chapter is devoted to real world rat information, for those who, like me, know little about the details of rodent lives. Short, brief, and useful, I've found chapters like these that some Werewolf: the Apocalypse books have had to be very useful, and it is another convention that should have been standard.

In the End

In the end, this book is worth it if you have the urge to run a Ratkin campaign. If you aren't going to look at the rat-faced vermin, then it will likely be useless, as you can probably guess. If you just want a minor Ratkin here or there, then the Werewolf Player's Guide Second Edition will more than suffice. If, however, you want to run a Ratkin campaign and what help on capturing that cramped, frantic, near-frenzy feel that such a chronicle would likely thrive on, then this book will be immensely useful if not absolutely perfect.

Oh, and they forgot the border around much of the character sheet in the back. Is it too much to ask that each character sheet be made useful and done properly if it is going to take up four precious pages?

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

[an error occurred while processing this directive]

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.