By Timothy Toner (thanatos@interaccess.com)
Most would think that the Rakkon wouldn't give a damn about the struggle with the Wyrm, but this is not entirely true. They have adopted an alien philosophy that confuses most who hear it, though the Rakkon say it makes perfect sense to them. They hold that these objects of desire are so alluring because they are saturated with the power of the Weaver. There is some truth to this, since something like a diamond, or a valuable painting, or a powerful fetish would take a great deal of work to create, and thus would be saturated with order. Since the Wyrm seeks to undermine the Weaver, it must be stopped, lest all they prize fade into dust.
Like I said. Many take it with a grain of salt, and think it only lip service to get them out of a bind when they do have to rely on other Garou.
Their desires also give them unparalleled contact with homids, since 80% of what they want must be gotten through them. However, they are less interested in culling populations than anyone else. This closeness allows them contacts and resources most Garou would shun, but secretly envy when they run into problems.
Strangely, only about 65% of Rakkon stock are homid. It would seem that this desire stems not from the homid side, but all breeds manifest this upon birth. Although it is more difficult for a Lupus to establish the contacts, the tribe holds those who succeed in higher regard than Homid who do. Thus, the desire to climb up the ranks is almost as potent as the desire to garner an object.
One problem with the Rakkon is that the ability to side step in order to thieve is considered "cheating" by most in the tribe. Thus, when a cub is being trained, the ability is glossed over, and not stressed as most tribes do. The result is that any Gauntlet is +2 to difficulty, due to their inexperience and their subconscious desire not to run away but rather to deal with the problem with their own skills.
Often the Rakkon will come head to head with the Toreador clan, as they tend to desire much that the clan does. This creates a grand animosity, since they see this as the Wyrm in action, destroying the objects they covet so. They will seek out the private caches of Toreador, hoping to run into such a creature, and put an end to the evil.
After an object is grabbed, if it is of sufficient value, it will be returned, usually to the place it was stolen from, or to a private dealer, so that at a later date, another Rakkon may try to pierce the more elaborate security established to protect it. Thus it is the mere act of stealing that motivates this desire, and not the intrinsic value of an object, kept in some room to collect dust.
Often, the auspice of a particular Rakkon will decide what he seeks. Thus, an Ahroun would value martial items, from 15th century katanas to the latest Pentagon hardware. Galliards seek out objets d'art. Theurge prefer objects of philosophical value that can be savored (and thus are seldom returned) such as books and rare tracts. Ragabash usually go for the glitziest item that catches their eyes. Sadly, the Philodox are often the most deranged of the tribe as they try to balance out what they thieve amongst the four auspices. Often they will lock into a compulsive habit, such as being compelled to steal in a specific order, (Ragabash, Theurge, Galliard, Ahroun) or they may have to steal enough from each group so that the weights are identical.
Balance (Level 1): As the Stargazer power
Cybersenses (Level 2): Same as Glasswalker
Catfeet (Level 3): As the Lupus power
Make the Mind Forget (Level 3)
Phantasm (Level 4): As the Fianna power
Doppleganger (Level 4): As the ??? power
Thieving Talons of the Magpie (Level 5): As the Ragabash power
Assimilation (Level 5): As the Homid power
Note: The level four and five Gifts of the Rakkon are taken from the best of other tribes. Most were stolen, and the Rakkon seem to have no desire to develop their own, concerned more with using their own natural abilities, choosing gifts that will get them out of a tight squeeze, or saves them time in casing a site.
Minor Theft (picking a vampire's pocket): | 500 |
Major Theft (Breaking into medium security museum): | 750 |
Greater Theft (Breaking into a maximum security museum): | 1000 |
Greatest Theft (Breaking into a Kindred Controlled museum): | 2000 |
Getting caught (and escaping) is worth half the total. Merely attempting such a feat is worthwhile in the eyes of a Rakkon.
Also, telling stories of a successful mission is worth 100 Glory, and listening to one is worth 50 Wisdom (whether it was successful or not).