Ratfolk Chatterer
Chatterers are a strange subset that can come from any class of the Ratfolk. These tend to be religious zealots that have completely given themselves to the lord of Disease. They wonder the streets of the their citadel with an incessant chattering, a chaotic sermon to Scrios, his many gifts, and the great purpose of the Ratfolk to bring his blessings to the world.
Naming Traditions
Unisex names
Family names
Culture
Culture and cultural heritage
Chatterers tend to live mostly among the Vermin populace, it is considered good fortune to give charity unto the Chatterer, to bring future good scavenging and fortune, as well as to make them go away and chatter elsewhere.
Shared customary codes and values
Chatterers tend to live mostly by the good graces of others charity, or a desire to simply make the incessant noise of their sermons stop.
Common Etiquette rules
Chatterers are treated with some reverence but also often avoidance. While they can bring the blessings of Scrios, they are incessant, loud and annoying, so many will simply attempt to avoid them. Those who do not however avoid them are expected to give offerings for Scrios's favor.
Common Dress code
Chatterers tend to ware rags or anything they can find or can be gifted to them. They will usually remain in the garments till they are nothing but filth binding bits of fiber, dirty by even Ratfolk standards.
Art & Architecture
Chatterers will often "sing" their incessant prayers thruough a citadel. They are also known to smear filth and mire in elaborate murals to give Scrios gift to thsoe who pass by,
Action
Reaction, Play DeadAction
InfectApplications 2 Actions, range of touch you may roll a medicine check against a targets Fortitude DC to infect them with your disease
Action
2 Action, Bring PlagueApplications Make a medicine check vs the DC of the disease you carry Degrees of Performance Critical Success - The object is contaminated for 1d4 days and anyone who interacts with it must pass a fortitude save vs the DC of the disease or become infected Success - As Critical success but for only 2d6 hours. Failure - Object does not become contaminated and can not become contaminated for 24 hours.
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