Description
        Since the dawn of time, humans have steadily overpopulated the largest cities of East Asia.  The markets of Mongkok in Hong Kong, the slums surrounding Beijing, the tenements and subways of Tokyo -- the Far East is home to some of the most crowded and squalid places on the planet.  The Changing Breeds have always sought balance in the East, but men have destroyted it.  Now the rampant overpopulation of the human race threatens the balance between Man and Nature more than ever before.
        During the Second and Third Ages of the Wolrd, the Nezumi worked diligently to prevent the earliest villages from growing too fast; they stole food, wore away at the foundations of homes, and even brought deadly diseases.  Even when the Impergium ended during the Fourth Age, the cleverest Children of Rat knew that one day, they would have to finish the task at which the others failed.  Where the Ratkin of the Western Concordiat were persecuted, the shen ideals of balance led the hengeyokai to think of the Nezumi as a vital yang force.  As time passed, Rat shared his knowledge of War -- for there is no question that such is his aspect as a totem -- with many hengeyokai, particularly the Hakken and Nezumi.  Under Rat's guidance, Eastern races developed two very different methods of waging warfare.
        The Hakken acted as the masters of the first method, called High War.  Though night-time campaigns in the East were always brutal, warriors were expected to respect the codes established by the bushi caste.  They shed blood according to formal and chivalrous traditions.  In times of conflict, this state existed until one side resorted to tactics that violated the Code of Bushido.  At that point, warriors abandoned their rules of engagement and honor, and Low War began.  After Hakken revealed the first assassination, abduction or mission of espionage, shapechangers were forced to rely on the talents of the most devious creatures in the shadows.  Since the earliest days of the samurai, the Nezumi have been masters of Low Warfare.
        Unlike the honorable bushi of the Hakken, most Nezumi lived with the eta, members of the lowest caste of Japanese society.  The Kinfolk chosen by Nezumi homids were usually foreigners or immigrants to Japan (usually Koreans or mainland Chinese).  More generally, the eta were humans who handled tasks regarded as unclean by civilized nihon-jin.  Burial, execution, the preparation of leather, and the infamous arts of the ninja were eta family trades in feudal times.  And even beyond Japan, the Nezumi bred with such outcasts.  Rat's children roamed freely, establishing nests throughout Asia, from the districts of the untouchables of India to the slums of the Philippines.
        Today, Nezumi establish their nests in the most impoverished neighborhood.  Though rats have always known how to deal with overpopulation, humans continue to multiply at an alarming rate.
Surrounded by the sqaulor of rapidly-decaying urban metroploi, the Nezumi have been struggling to repopulate their race.
        Fortunately, the Eastern Ratkin are breeding at a faster pace than their gaijin cousins in the West.  Though the Western Ratkin have been far more subtle about their reemergence, Eastern Ratkin are more impatient about returning to their ancient roles.  Already, slowly increasing numbers of Rat's Children are spreading disease, stealing food, exacting violence, causing riots and spreading chaos.  They have no regard for human law -- or, for that matter, human life.  In a world vastly overrun by humans, a few have already begun their Low War against mankind.
        Their arsenal of weapons for Low War is growing.  Terrorists are blamed for many chemical and biological compounds cooked in laboratories, but the most exotic strains are birthed by the Children of Rat.  A knife in the dark, a satchel of explosives in a crowded market, poison gas released in a Japanese subway -- it's all the same.  Low War depends on destroying your enemies by any means possible.  If a few hundred... or thousand... humans die in the process, the balance of life and death in the Far East is restored a little more.
        As a result, the Hakken and the other shen must learn the importance of upholding High War.  The billions of humans in East Asia must co-exist peacefully.  If they don't, then the alternative is depending on the tactics of the Nezumi.  If the Hakken fail, the Children of Rat are waiting to take their place.  Bright eyes watch from the darkness, and sharp teeth chitter in eager anticipation.  The increasing number of Nezumi heralds the approach of the sixth Age.  These are the End Times, and Rat's children are slowly returning to the world.

Organization
        The Ratkin are probably the most tightly-knit of all the Changing Breeds.  Out of necessity, they learn the identities of their brethren quickly.  Heightened senses allow them to sense the thousands of variations of scent among their kind.  Whether born in the East or West, Ratkin consider all of Rat's children to be members of one great family.  As is the tradition in the West, Children of Rat refer to each other as brothers, sisters, uncles and aunts.
        Important Nezumi have three names: a human name, a gang name, and a court name.  For instance, Yo Fa, an illustrious Knife Skulker, is also known as Poison Claw.  His court name is formed by a series of subtle screeching, whuffling and chittering sounds.
        Garou find it easy to underestimate the number of Nezumi in a city.  Among other races, such as the Kitsune or Khan, homids are the most populous breed.  For the Nezumi, the rodens breed is the most common.  For each skulking homid an outsider may uncover, a dozen rodens breed Nezumi and a hundred rat Kinfolk may be spawning in a nest nearby.  This explains why the legends of wererat rarity continue, even in Tokyo and Hong Kong.
        Despite this, many rats never survive the horror of the Birthing Plague, the ritual that spawns their young.  The vast majority of Nezumi die young -- they are ravaged by disease, killed or eaten.  Only hardiest... and most cunning... survive.  To prepare for war, swarms of rats continually fight skirmishes below ground, relying on both man-made and rat-gnawed tunnels.  This also keeps the local population under cotnrol.  Casualties are high during these times of trial. but as the Sixth Age approaches, training is essential.  Occasionally, conflicts erupt on the surface, but such displays usually involve few warriors.  The evidence is quickly lost amidst the chaos of the worst urban slums.
        A Nezumi who actually lives to be the oldest creature in the nest becomes its sensei, the leader of the group.  This wise master teaches sacred knowledge: methods of resolving conflicts between nests, subtle methods of engagement and, when necessary, covert methods of assassinating enemies and rivals.  Though Nezumi elders are few, some have begun visiting the local courts of the Hakken Gour, offering to aid the Eastern Lords in Low War once again.

Traits
        All Ratkin share a few common traits: an absolute sense of direction underground, a highly- developed spatial sense, and excellent night vision, even in human form.  (By spending a point of Gnosis, a Nezumi can even see i absolute darkness for a full day.)  When stalking underground, these rats can easily find their way around sewer mazes and tunnel networks, even if they have never traveled through them before.  Since they also have excellent hearing, all of their Preception rlls have a -1 difficulty.
        As Ratkin grow older, they learn other talents.  Those who survive the first year of life are able to choose an auspice.  The choice is often influenced by hallucinations during the Birthing Plague; and if the Nezumi is raised according to the Way of Emerald Virtue, the Rite of the Opened Way decides the auspice.  There is little difference between Western and Eastern auspices; in fact, the Nezumi gain rank using the Renown chart for the corresponding sentai auspice (Seers gain rank as Mirrors; Skulkers as Laterns; Warriors as Fists and Tunnel Runners as Leaves).  Once Nezumi have selected their road, they work with other Warriors, Skulkers, Runners and Seers to build, breed and destroy.

    *  Seers
        Beginning Rage:  1
        Nezumi rites are taught and preserved by Seers, the mystics of their family.  They conduct ceremonies that lead to the spawning of the Birthing Plague, reveal new Sacred Plagues, and, if legends are correct, allegedly open new bolt-holes to other realms.  Seers speak of a Ratkin haven, a mystic realm where thousands of Rat's children wait to return to the world.  Whether these fairy-tales are true remains to be seen.

    *  Tunnel Runners
        Beginning Rage:  2
        Nests of Nezumi are often seperated by miles of urban sprawl and endless labyrinths of tunnels.  Runners act as the messengers and scouts of the race.  Rats of this auspice also have a traditional language of scraping and rattling.  By rapping on lead pipes deep underground, they can spread their messages farther.  It is rumored that they have access to ancient bolt-holes, similar to the spirit paths of the Garou.

    *  Skulkers
        Beginning Rage:  3
        Like the legendary ninja of feudal Japan, Skulkers are specialists in the most covert methods of warfare.  All Nezumi are stealthy, but the Skulkers are blessed with Gifts that place them among the deadliest assassins of the supernatural world.  In any given nest, the oldest Skulker is the most likely candidate to become the nest's sensei.  Most are of the homid breed.

    *  Warriors
        Beginning Rage:  5
        Warriors of different breeds employ vastly different tactics in Low War.  Homid Nezumi are the most common above ground, especially since they are the best at hiding thier true form.  Homid Warriors learn to fight in small packs of two or three, conceal their deadliest weapons, hide in shadows, and above all else, settle conflicts quickly and quietly.
        Metis Nezumi chafe under such restrictions, waiting for the time when they can take their true forms and wild their Pain-Daggers proudly.  As they tend to be impatient, all of their Rage rolls are made at a -2 difficulty.  Brute force is their favored tactic.
        Roden warriors don't mind waiting underground to assist their homid and metis brethren.  They stalk beneath city streets in swarms, often relying on instincts to guide them into battle.  When a homid pack falls, a hundred-strong swarm of rodens and Kinfolk may be waiting nearby to finish the job.

Breeds

    *  Homid
        Beginning Gnosis:  1
        Homid Nezumi are fiercely independent.  Mavericks find homes farther from the nest, though they may try to establish new breeding grounds there.  Warriors form rat packs to patrol their domains.  Homid Nezumi often exhibit one or two sign of their heritage, such as bright narrow eyes, longer front teeth, a narrow face, or even a short (concealed) prehensile tail.

    *  Rodens
        Beginning Gnosis:  3
        The vast majority of Nezumi are of the rodens breed; thus, humans and Hakken often underestimate the population of a nest.  The swarm's "group mind" must decide on the proper population.  If they misjudge this number, the children devour each other or wage war against each other until the balance has been restored.  As the new age approaches, however, swarms of rodens are slowly getting larger.

    *  Metis
        Beginning Gnosis:  5
        Metis Nezumi are quite rare, but do not carry the social stigma metis Garou suffer.  Their strength and power earns them a place of honor in warrior packs and swarms.  When two Nezumi create a metis, they typically abandon their child, but still trust to the swarm or nest to raise her properly.  Metis rarely learn the language of homids, instead relying on chittering and scratching to communicate with others.

Forms
        Nezumi can assume three forms.  Rodens and homids revert to their breed form when killed, although metis Nezumi always revert to rodens form upon death.

    *  Homid:  Assuming Homid form is somewhat difficult for metis and extremely difficult for rodens; long years of hiding their numbers have acted something to the Nezumi's detriment.  (Metis are +1 difficulty for taking human form; rodens are at +2.)  Of course, homid Nezumi can shift to human form immediately; they also possess skills that help them blend in with the seedier elements of human society.

    *  Crinos:  The Crinos form is reserved for the most dangerous and violent circumstances.  This short, densely muscle-boud form is the strongest hidden weapon a warrior has.  The Crinos resenbles nothing more than a hunched, five-foot rat standing on its hind legs; even the limbs are sometimes more ratlike than humanoid.  The Crinos' teeth are long and dangerous, and a war-form Nezumi can easily chew through wood or even concrete.  Unlike Western Ratkin, the Nezumi inspire full Delirioum in Asian mortals -- their actions during the Fourth Age were as bad as any Garou's in the Impergium.  Humans witnessing Crinos Nezumi typically remember urban legends about the horrors of the slums, and do their best to forget what they saw.  Strength +1, Dexterity +4, Stamina +1, Charisma -2, Appearance 0.

    *  Rodens:  This form is essentially a very large rat -- some as large as housecats.  Tales of rodens who are capable of fine manipulation with their paws are somewhat exaggerated... more or less.  Strength -1, Dexterity +2, Stamina +2, Charisma -3, Manipulation -2.

Quote
        When the sun shines, the field of battle is yours.  When it sets, you will know the talents of my kind.  You have learned to fight what you can see; soon, you may need to fight what you cannot.