<strong>Skreee</strong><br/><br/>Race: Ratkin<br/>Breed/Auspice: Rodens/Engineer<br/>Affiliation: City Center Colony<br/>Gender: Female<br/>Occupation/Position: Rat Mother<br/>Age: 34<br/>Apparent Age: mid-30s<br/><br/>Appearance: In her natural form, Skreee is an average sized Norwegian brown rat with a distinctive black fur monocle around her left eye.  She rarely takes any other form, but her hybrid is a 5’9” rat-woman with the same markings.  As a human, Skreee only comes in at 4’10” and appears to be in her mid-30s.  In this shape, she has mousy brown hair, longish and messed up, and a slightly saggy build, or so it seems due to layers of cast off clothing.  She always has dozens of homemade tools at hand in a dedicated toolbox.<br/><br/>Personality: Given the choice, Skreee would rather putter around building random devices than rule.  However, she is devoted to the Rat God and plays the political game in his name.  As with most rat mothers, she generally lets her brood do as they wish while she deals with the other elders of the colony.  Due to her life so far, Skreee prefers to remain in the nest creating things for others to field test.<br/><br/>Basic Bio: She was born to the Sanctuary colony as a rat.  Since she was definitely kin, she was subject to the Birthing Plague in her second year.  Skreee went through nearly two days of fever and visions before she recovered.  Fortunately, she was moved to the upper layers of the nest before her First Change.  When she ultimately, came to, she found herself taller with hands.  And she was building a rather complex trap.  Over the next three decades, Skreee kept to herself and did what she could to fulfill the Rat God’s visions.  In time, she achieved strength and power amid the chaos.<br/><br/>Game Limitations: Site Rules, Female-Female<br/><br/>Possible Plots: Her most likely role is to direct younger Ratkin and the Rat Packs or to work politically against her rivals in the nest.<br/><br/>Breed: Rodens<br/>Aspect: Engineer<br/>Rank: 3<br/>Nature: Builder<br/>Demeanor: Traditionalist<br/><br/>Strength 2<br/>Dexterity 2<br/>Stamina 3<br/>Charisma 2<br/>Manipulation 3<br/>Appearance 3<br/>Perception 4<br/>Intelligence 3<br/>Wits 4<br/><br/>Talents: Alertness 3, Dodge 2, Primal-Urge 4, Streetwise 2<br/>Skills: Leadership 2, Repair 4, Stealth 3, Survival 3<br/>Knowledges: Enigmas 2, Investigation 3, Occult 2, Politics 3, Rituals 3, Science 4<br/>Secondary: None<br/><br/>Gifts: Sense Weaver, Control Cimple Machines, Scrounge, Darksight, Smell Poison, Absolute Balance, Survival, Snitch, Scamper, Mousetrap, Summon Electricity<br/><br/>Backgrounds: Colony 3, Freak Factor 4, Resources 1<br/><br/>Merits/Flaws: Territorial (3F), Slip Sideways (1F), Local Ties (Underworld) (3M), Metamorph (6M)<br/><br/>Rage 5 Gnosis 6 Willpower6<br/><br/>Infamy 4  Obligation 6  Cunning 7<br/><br/>Strength/Weakness: Jury Rig, Idle Hands, They Call You Mad (Klepto)<br/><br/>Rites: Rite of the Shopping Cart, Rite of Artifice Dedication, Rite of the Cardboard Palace, Rite of Crash Space, Ritual of the Shiny Thing<br/><br/>Freak Factor: Unbalanced (Weaver)