Rat-Thing

“My oldest Rat-Thing is called Sector A-7. Or was it A-9? No matter. I number them so I never bond with them emotionally. It keeps things professional. Also—it keeps things simple when one of them tries to frame me for war crimes on SolarNet again.”
Soki Noles, Index of Unpleasant Companions

Overview

Rat-Things are Daemons—Tertia of Envy—bound into rodents, most often common ship rats. The transformation is grotesque and rapid. A Daemon must reshape its anchor so its new body can speak, remember, and manipulate.

The result is a warped creature with:

A shrunk muzzle,

A swollen, bulbous skull,

Frequent bald patches,

A long, scabrous tail,

And a humanlike face—sagelike, wrinkled, always maliciously intelligent.

The Daemon’s envy-fueled hunger for secrets reshapes the rat into a perfect living archive, with the capacity to store—and recall—vast quantities of information with flawless clarity.

A Rat-Thing is not a pet.
It is a walking hard drive of forbidden knowledge, a spy, an archivist, and occasionally a saboteur.

“Personality” & Function

Once bound, the Daemon’s prior memories are wiped. The underlying software of envy remains, but the slate is clean. This gives the new Familiar:

Eidetic Recall: perfect memory of anything it reads, hears, or is taught

Accelerated Learning of language, symbols, codes, and systems

Gluttonous appetite for secrets, gossip, classified files, and arcane lore

Psychometric urges: It hungers for things someone else wants hidden

Masters typically feed Rat-Things:

Grimoires

Confiscated hard drives

Esoteric notes

Ritual journals

Sealed records

Illicit archives

Inspired by the Daemon’s original nature, a Rat-Thing loves knowing what others don’t. It delights in being the Master’s living encyclopedia, whispering forgotten facts or delivering obscure answers in its thin, rasping voice.

Rat-Things can:

Read (if taught)

Operate small devices

Shift pages with tiny, dexterous hands

Mix reagents

Apply powders

Perform minor ritual assistance

Crawl into vents or conduits

Vanish into subspace to avoid capture

Contract, Taboos, & Parasitic Needs

The Contract of the Rat-Thing: “Feed me your curiosity.”

To remain stable, a Rat-Thing requires:

Weekly blood feedings
(the Daemon must drink directly from the Master’s veins—HP loss equivalent to a small vampire feeding)

A steady diet of:
research, experimentation, forbidden knowledge, and answered mysteries
(If the Master stops learning, the Rat-Thing starves—and becomes vengeful.)

Taboo: The Master Must Never Become Content

Rat-Things cannot abide stagnation.
If a Master reaches a point of “I have learned enough,” the Rat-Thing sees this as abandonment.

Consequences include:

Sabotage of rituals

“Accidental” contamination of reagents

Publishing crimes or secrets on SolarNet

Filing official complaints under the Master’s name

Deliberately leading enemies or authorities to the Master

Attempting to cause the Master’s death so it can seek a “better” owner

If the weekly feeding is missed:

The Rat-Thing mummifies—a defensive stasis state.
It crawls into a hidden alcove, curls up, and dries into leathery husk.

This is not death.

A single feeding of fresh blood from a new Master reactivates it instantly, with all stored memories intact.

For this reason, the Rat-Things of long-dead kthonikers are considered treasure troves worth killing for.

Advantages to the Master

Rat-Things are among the most prized Familiars because they provide:

Perfect Recall

Ask a Rat-Thing: it knows.

Forbidden Lore Access

They can store entire grimoires, including the dangerous ones that cannot be digitally archived.

Portable & Hideable Information

They can slip into subspace—taking their knowledge with them.

Esoteric Assistance

Their tiny hands can manipulate alchemy tools, flip pages, or pass ritual components.

Psychometric Insight

They sometimes “smell” secrets on people or objects.

Dangers

Rat-Things are loyal…
but only so long as they are fed secrets and fed blood.

If starved:

They may drain the Master dry

They may swap allegiance

They may mummify at an inopportune moment

They may attempt to fabricate a crisis to force the Master back into research

They may cause legal or social catastrophe to “motivate” the Master

Rat-Things know how to type.
This alone has ended careers.

RAT-THING LENS

(Applied to a rodent Anchor; replaces or enhances its template)

Point Cost: ~95 points

Traits Added or Modified

Attributes

IQ +2 40
(Genius-level cunning and recall)

Will +1 5

Advantages

Eidetic Memory 5

Photographic Memory 10

Single-Minded 5

Compartmentalized Mind 1 (Limited: Recalling Information Only, -60%) 20

Access to Master’s Senses (Telepathic Tether) 5

Tiny Tools Manipulation (racially innate; +2 to small manual tasks) 2

Pattern Recognition Talent 1 5

Subspace Skittering
(Can slip into subspace for brief periods; Only to Hide or Evade, -50%) 10

Disadvantages

Dependency: Master’s Blood (Weekly) –15

Obsession: Acquire Secrets –10

Skinny & Unattractive (Grotesque) –5

Social Stigma (Abomination) –10

Taboo: Master Must Maintain Curiosity –5

Bad Temper (toward secrecy or withheld knowledge) 12- –10

Genetic Ancestor(s)
Scientific Name
Tertia Curiosus Curiosulus in Rattus

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