Category
The Contract Rite is a method by which a Ratkin can sell his skills to another group of supernatural creatures. Before working with any other group of individuals, a Ratkin always has the right to ask 'What's in it for me?' The most common types of compensation include safe passage through a domain, access to a sacred site, supplies, talens and exchanges of favors. There is only one overriding proviso: a rat pack cannot betray other Ratkin as part of a contract.
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. 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. 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. The amount of detail and length of this vision depends 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 breaks down, the method of enforcing the punishment clause is left entirely up to the Knife-Skulker.
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