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    Avowed Soldier ()

    When the Forsaken go to war, they must know for certain who is with them and who against. Ofthe packs that join for battle, one becomes alpha, and the rest must be willing to remain dedicated to thewars ideal even while someone not their pack alpha gives them directions. It can be hard, but this rite

    helps. The Rite of the Avowed Soldier is an oath conducted by the ritemaster, that promises devotedservice in the war until the enemys defeat. This helps assuage werewolves egos, as they are sworn to thewar and not to the war leader. Even members of the alpha pack are subject to the rite, since they may wellbe ousted from their positions of leadership before the war is done.

    Performing the Rite: Before a semicircle of her peers, with her back to a bonfire, the ritualssubject proudly declares her dedication to the war. The ritualist conducts the subject, asking her nameand the name of her pack. After those, she describes her commitment to the goal of the war, and theritemaster turns her statements into eloquent poetry. After he has howled the subjects affirmation loudly,the ritemaster guides her in a formal oath swearing her dedication to the war.

    Dice Pool: HarmonyAction: Extended (12 successes; each roll represents three minutes of effort)

    Roll Results

    Dramatic Failure: Peers are unconvinced by the ritemasters representation of the soldiersfeelings. She may join the war if she still desires, but her heroism does not inspire tales. The ritemasterand the subject both suffer a 1 die penalty to Social rolls involving members of the war for the nextmonth.

    Failure: No successes accumulate.Success: Successes accumulate. If the rite is finished, the subject becomes an official supporter of

    the war. She may benefit from the war totems blessings and is the peer (apart from Renown) of any otherwerewolf participating in the war.

    Exceptional Success: Successes accumulate. Gaining 17+ successes by the end of the rite means

    that her words were moving, or her ritemaster was particularly gifted in his speech. Both gain a one-diebonus to Social rolls with other members of the war for one month.

    -------------------------------------------------------------------------------------------------------------------

    BaNISH HUMaN )

    This simple, quick ritual forces a living human or animal out of the spirit world and back into thephysical. While the Banish Human ritual got a lot of use before the Sundering when a human mighteasily enter the spirit world the Gauntlet serves as a hard barrier today. This rite doesnt see a greatdeal of use in the modern world, as humans rarely venture into the spirit world (deliberately or

    accidentally). It can, however, rescue a human whos been trapped in the Shadow Realm by accident ormalice. Many modern werewolves use this ritual to interfere with the activities of human shamans andwizards who enter the spirit world.

    Performing the Rite: This simple ritual takes just one turn to perform. The ritualist must bewithin arms reach of thetarget but doesnt have to touch him or her. The ritualist emits a howl of rageand commands the subject to return to his home realm.

    Dice Pool: Harmony (versus subjects Resolve)

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    Action: Instant or contested; resistance is reflexive If the human subject of the ritual is capable ofperforming magic to keep himself in the spirit world, Resolve can be rolled for him to contest thewerewolfs effort. If the human cannot perform magic, the rite involves an instant action alone.

    Roll Results

    Dramatic Failure: The rite fails, and cannot be used again against the target for the duration ofthe scene.

    Failure: If the humans successes equal or exceed those rolled for the ritualist, the subject remainswhere he is. If the subject is incapable of magic and no successes are rolled for the werewolf, the humanalso remains in the spirit world.

    Success: A banished human returns instantly to the physical world in the nearest equivalentlocation. If he is currently in a place with no earthly analogue (pg. 260), h es returned to a randomlocation thats significant to him (such as his home or birthplace).

    Exceptional Success: The subject cannot return to the spirit world for a number of days equal tothe werewolfs Harmony dots.

    Suggested Modifiers

    3 Target has supernatural powers (such as a ghoul or mage). The modifier applies to the roll madefor the ritualist. (Werewolf: The Forsaken, p. 149)

    BLOOD OGHaM )

    This ritual allows the ritemaster to communicate a single sentence in a variant of the runic-style

    language known as Ogham, used by the ancient tribes of Britain. The rite itself is used to mark the

    boundaries of territories and hunting grounds in a manner that is immediately recognizable to

    werewolves and wolf-blooded, but undetectable by normal humans. Werewolves seeing Blood Oghamupon a surface know that they are risking trespassing on another packs territory, and are free to act

    accordingly.

    Performing the Rite: The werewolf carves the Ogham runes for his packs name and hunting

    ground into a solid surface such as a tree trunk, a wall, or even a door. As he performs the carving he

    repeats The Herd Must Not Know, in First Tongue, until the runes are completed. Afterwards, he wets the

    runes with a few droplets of his own blood.

    Upon completion, the Ogham runes stand out distinctly from the surface they have been

    scratched onto, appearing as bleeding symbols gouged into the wall, tree, or door.

    Cost: 1 Essence

    Dice Pool: Harmony

    Action: Instant

    Roll Results

    Dramatic Failure: The rite fails; the werewolf may not call upon the rites powers for another

    week.

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    Failure: The rite simply fails.

    Success: The Ogham runes show clearly on the surface, and remain wet with blood from that

    point on. Uratha and wolf-blooded instinctively understand the bloody symbols as a means of marking

    territory, and will be aware that a pack claims its hunting ground nearby. Humans and supernatural

    creatures can never see the blood on the signs, and are unable to make out the meaning of the etchings

    from any other nonsensical graffiti.Exceptional Success: As with a success, though at the Storytellers discretion, the runes might

    continue to bleed slowly over time. (Shadows of the UK, p. 99)

    BLOODS REVELaTION )

    This ritual steals the memories from the subjects mind, ripping them in scattered shards andallowing the ritemaster to recall events as they happened to the victim. Though the process is painless forthe victim and the victim retains her memory, some victims will experience momentary disorientation ifthey try to remember any of the memories that have been stolen. Unfortunately for the ritualist, he has

    no control over which memories are taken, which often end up being a clashing mixture of recent eventsand long-buried recollections.

    Performing the Rite: The ritualist must have tasted (and swallowed) some of the subjects bloodwithin the last 24 hours. If he has done so, the werewolf is able to meditate on the act of consuminganother creatures blood and unlock the secrets of the victims life. Some werewolves believe that this is aprayer of sorts to Wendigo, and it is the totem that steals the victims memories. Others insist that allmemories of a creatures life are contained within its blood, whether they argue from a scientific DNAstandpoint or mere belief in the power of blood.

    Dice Pool: Harmony contested by victims Resolve + Primal UrgeAction: Instant and contested

    Roll Results

    Dramatic Failure: The rite fails, and the Uratha must taste the targets blood again if he everwishes to make another attempt.

    Failure: The rite simply fails.Success: The Uratha can access a store of the subjects memories, which are now within his own

    mind. It is confusing at first, though the werewolf is always aware that the events never happened tohim, as such. Storytellers should feel free to describe the chaotic nature of the memories that come in abroken stream of information.

    Exceptional Success: The werewolf remembers some of the subjects memories thatimmediately relate to a certain factor that interests the ritualist.

    BOUNDaRY )

    The Elodoth is the Walker Between, the one auspice with a real understanding of boundaries andedges, the oft-invisible lines that divide the world into yours and ours. Werewolves fight overterritory all the time, but when neighboring packs have helped each other in the past, starting a turf waris a really bad idea. To that end, the rite defines a shared border between two territories. Both packs mustagree on where the border runs; the spiritual compact that empowers the rite recognizes no disputed

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    zones. Any werewolf of either pack can see the boundary as a softly glowing wall, about as bright as thelight of the Half Moon on a dark night. The boundary doesnt stop anyone crossing it; it just acts as areminder that two packs have drawn a line in the sand. In the Shadow, the boundary is a wall of brightmoonlight almost a half-mile high; easily enough to scare minor spirits into remaining on one side or theother.

    Performing the Rite: Both packs must have agreed on a shared border before this rite begins. Theritemaster howls to the totems of both packs and to the spirits of both territories, entreating them tohonor the boundary. Each packs alpha urinates into a large container prepar ed with agrimony, camphor,salt, and collected rainwater from both territories. The ritemaster walks along the boundary with bothalphas, spilling the mixture in the bowl along the line. At the end, both alphas call to their pack totems torespect the divide between the two territories.

    Dice Pool: Harmony

    Action: Extended (5 successes required per mile, rounded up; each roll represents 20 minutes)

    Roll Results

    Dramatic Failure: Perhaps the boundary spells out a curse in some ancient spiritual tongue or thepacks totems were on the wrong side of the line. Whatever the case, the boundary is invisible. Anywerewolf or spirit who crosses from one territory to the other gains a +1 modifier to the first roll made inthe new territory.

    Failure: The boundary goes unmarked.

    Success: The boundary shows up to the eyes of werewolves and creatures that can see intoTwilight as a faintly glowing barrier, and in the Shadow, the barrier shines so bright as to beunmistakable. The boundary offers a slight physical resistance to any werewolf attempting to cross it.Even blindfolded, a werewolf will know when she crosses the barrier. Any werewolf who crosses fromone territory to the other suffers a 1 penalty to the first roll made in the new territory. The barrier lastsfor one full lunar month (28 days) before needing to be renewed.

    Exceptional Success: Knowing that theyve a strict line between their territories makes it a little

    easier for both packs to trust one another. Socialize rolls made between members of both packs gain aone-die bonus while the boundarys in place.

    BRaND THE BLOODED )

    This rite enables an Irraka often the auspice entrusted with the well-being of the wolf-bloodedto keep tabs on the mostly-human kin of the Forsaken. The Stalker places a spiritual mark upon one ofthe uragarum and thereafter knows if she is in great pain or mortal peril.

    Performing the Rite: Using a special pigment, the ritualist presses a thumbprint onto the

    forehead of the wolf-blooded whom he wishes to mark. This pigment is a thick paste made from a boiled-down mixture of local natural dyes, plants and minerals noted for supernatural qualities of protection,and a small quantity of the werewolfs own saliva, blood and/or urine. When pressing his thumb to theuragarums forehead, the New Moon stares into her eyes for a long, uninterrupted moment and thenvows aloud to watch over her and to come to her aid if and when she is threatened.

    Dice Pool: Harmony

    Action: Instant

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    tiger at the Bronx Zoo with this ritual, the tiger wont be able to get out of its enclosure (though it will trymightily for an hour).

    Exceptional Success: Considerable progress is made toward summoning the animal.

    CHIMINaGE )

    The practice of chiminage, offering a spirit a gift of Essence to gain a favor or coerce it into someaction, is a long-standing part of werewolf culture. Offerings of chiminage are even integrated into manyrites. This rite formalizes the practice, imbuing the act with spiritual significance that gives the ritemastera subtle power over a spirit. Ithaeur often use this rite as a carrot to open negotiations, beforeemploying the stick of banishment or the like.

    Performing the Rite: The Ithaeur sets up an altar (which can be as minimal as a circle drawn inthe dirt around a campfire to an elaborate construction of stone reminiscent of a church altar) with asource of flame on it. With a small knife or a claw, she carves off a piece of an object representative of thespirit to whom she is offering chiminage and places it in the fire. Intoning an offering of peace in the First

    Tongue, she spends a point of Essence to catalyze the offering.The spirit that is the subject of this rite must be at hand when this rite is performed.

    Dice Pool: Harmony

    Action: Ex tended (requires three successes per Rank of the target; each roll represents oneminute)

    Roll Results

    Dramatic Failure: The ritemaster grievously offends the target. The spirit becomes hostile, andreceives a +2 bonus on any rolls made to contest a Gift, rite, or social interaction by the ritemaster.

    Failure: No successes are accumulated.

    Success: Successes are earned. When the ritemaster accumulates the required number ofsuccesses, the target gains one point of Essence per dot of the ritemasters Wisdom Renown. Theritemaster gains a +2 bonus on Gifts, rites, and Social rolls against the target for the rest of the scene. Inaddition, the performance of this rite removes the need to offer chiminage as part of the performance ofany further rites during the scene.

    Exceptional Success: Tremendous progress is made toward completing the rite. If the rite iscompleted with five or more extra successes, the bonus to Gifts, rites, and Social rolls, along with thewaiver of chiminage requirements, lasts for a week.

    Condemnation, rite of()

    One werewolf does not always approve of another. To some perspectives, the People seem sofractious that its remarkable that any two packs ever get along, but werewolves understand each otheron levels that are difficult for a human to appreciate. Even if they dont agree, they are all bound togetherby their common fates and experiences. When one of the Uratha feels that another has disgraced himselfand his race, he may perform this ritual to declare that shame to Forsaken society. This is also the riteused when a werewolf who has participated in the Rite of the Avowed Soldier must be removed from thewar, usually because of betrayal or great ineptitude.

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    Performing the Rite: The werewolf who wishes to condemn another must perform this riteherself; a war leader may designate another to end the Rite of the Avowed Soldier if she wishes. Bearing atoken that represents the target of the ritual diatribe and another that represents the disgrace or betrayal,the ritualist rails against the shameful actions of the ritessubject. At the end of the speech, she uses thetoken of disgrace to break the other token.

    Dice Pool: HarmonyAction: Extended (20 successes; each roll represents five minutes of effort)

    Roll Results

    Dramatic Failure: All successes are lost. The character has poorly represented her opinion of therites subject and made her audience think her inconsiderate, judgmental and rash. She suffers a 1 diepenalty to all Social rolls among her audience for the next month. Other members of the war do notbelieve the condemnation and consider the ritestarget still an honorable participant in the effort.

    Failure: No successes accumulate.Success: Successes accumulate. If the character has the required number of successes, she

    completes her condemnation. Her audience (and people to whom the words spread) think poorly her

    rantstarget. He suffers a 1 die penalty to all Social rolls among the audience (and people at the meeting)for two months. He is no longer part of the war and can gain no benefit from the wars totem.

    Exceptional Success: Successes accumulate. If the character achieves 25+ successes at the rites completion, she has made a particularly moving case. Her tale spreads quickly throughout Forsakensociety (and among any allies in the war), and the rites subject suffers a 1 die penalty to Social rolls withthose entities for three months.

    Contrition, rite of )

    In game mechanics terms, the Pure Tribes Rite of Contrition is very similar to the Rite ofContrition described on p. 155 ofWerewolf: The Forsaken. The Pure rite requires a Harmony roll, with

    successes accumulated against a target equal to 10 times the targeted spirits Rank. However, functionallythis ritual is different. First, it is a level-one rite, rather than level two. Additionally, rather than simplyapologizing for offense given, the Pure werewolf using this rite must remain out of sight of the moon foran extended period. The werewolf may make a Harmony roll every day that he remains out of the moonssight (rather than every 10 minutes); when he accumulates sufficient successes, the rite is considered to becomplete and has the same game effects as the ritual described in the core Werewolf rules.

    Dedication, Rite of )

    A werewolfs body is suffused with Essence, allowing it to contravene the laws of the physicalworld in ways science deems impossible. For example, a werewolf can bodily enter the spirit world or

    quadruple his mass in an instant by changing shape. This spirit energy doesnt automatically infuse thewerewolfs belongings, though. Shifting to Dalu almost certainly damages a werewolfs clothes, andshifting to any other form destroys them. By the same token, when a werewolf steps into the spirit world,his mundane belongings are left behind. This rite allows a werewolf to ritually tie mundane objects suchas clothing, watches or weapons to his Essence.

    When the werewolf shapeshifts, a ritually bound or dedicated item of clothing or equipmentshifts to match his form if feasible, or merges with his flesh. For example, if a werewolf has dedicated asuit of clothes, a necklace and a wristwatch, all these objects change in size to suit his new form when heassumes Dalu. When he shifts to Gauru, the clothes merge with his flesh, but the wristwatch and necklace

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    might shift size again. When he takes Urhan form, the wristwatch also blends with his flesh, while thenecklace might remain. In addition, all these objects remain with him when he enters the spirit world,although the un-dedicated flashlight he carries doesnt.

    Performing the Rite: The ritemaster may perform this ritual on himself or on other werewolves.It involves cutting the recipient with a claw and smearing his blood on the item in question, drawing a

    circular pattern. At the culmination of the rite, the item absorbs the blood, leaving no stain. The ritualtakes a few minutes for every item to be dedicated.

    Dice Pool: HarmonyAction: Extended (10 successes; each roll represents one turn)

    Roll Results

    Dramatic Failure:The rite fails, and all accumulated successes are lost.Failure: No successes are added to the roll for the current period.Success: The target may have up to one item bound to him per Primal Urge dot that he has. He

    may later choose to release a dedicated item in order to dedicate another one. The target need not have

    all items dedicated to him at once. For example, this ritual could bind two new items to a character whoalready has two items dedicated to him, as long as his Primal Urge is at least 4.A simple set of clothing counts as one item. A backpack and its contents also count as one item,

    although only the contents inside the backpack at the time of the rite. If a werewolf later adds somethingto the backpack, it doesnt count as dedicated unless the rite is performed agai n with the new objectinside. The contents of an article of clothings pockets arent considered part of the clothing, unless thewerewolf dedicates that particular article of clothing as a separate item. Therefore, if a werewolf dedicatesa business suit to himself as one item, the watch in his pocket doesnt count as dedicated. If, however,he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.Exceptional Success: The item doesnt count toward the characters Primal Urge limit on how manyitems that can be dedicated to him. It is essentially dedicated for free or is extra.

    DEMONSTRaTION OF OBEDIENCE )

    The Ivory Claws are the pioneers of this ritual, which gives the subject more power whenperforming other rites by virtue of his obedience to Silver Wolfs decrees (specifically, the orthodox lawslisted on p. 69). Some Fire-Touched and Predator Kings know their own variants, which requireobedience to a similarly restrictive law chosen by their Firstborn patron. Few werewolves of any ilk areable to obey these laws for a long time, but some Ivory Claw ritualists and hermits are able to hold tothem for months if not years.

    Performing the Rite: The subject of the rite who can be the ritualist, or can be anotherwerewolf declares that she is an obedient child of Father Wolf. She then announces one of Silver Wolfslaws of purity that she intends to obey. The ritualist anoints the rites subject with ritually blessed purewater and commands the subject to obey the laws of the great father. Note that this ritual can stackwith itself. If the subject of the rite obeys two or three of Silver Wolfs laws of purity, she gains two orthree bonus dice. She cannot exceed three bonus dice, however.

    Dice Pool: HarmonyAction: Simple (the rite takes five minutes to perform, but a single die roll determines success)

    Roll Results

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    Dramatic Failure: The rite fails, and the sins of the subject come to the forefront; he suffers a one-die penalty to all rituals for the next 24 hours.

    Failure: The rite fails; the ritualist can try again one hour later.Success: So long as the subject of the rite continues to obey the declared law, he gains one die to

    the Harmony roll to perform any given ritual. When that law is broken, he suffers a one-die penalty to

    rituals for the next 24 hours.Dramatic Success: When the subject of the rite finally does violate the declared law of purity, he

    does not suffer the one-die penalty described above.

    Duel, Rite of the )

    Dueling with other members of the Lodge of Arms is one of the great pleasures of lodgemembership for many werewolves. With the level of skill many lodge members possess, and thefrightening power of their weapons, the lodge needed to find a way to prevent members killing eachother too frequently. This rite was the response. It creates an area in which the spirits of weapons are

    suppressed, rendering them much less effective in killing opponents. This rite is always performed beforeany duel between lodge members.

    Performing the Rite: The ritemaster sets a fire burning in the center of the dueling circle, andthen walks around the boundaries of the area, marking it out with a weapon, stick or even his hands.Once the circle is complete, the ritemaster must douse the fire, thereby symbolically quenching thepassion of spirits within the circle. At the end of the rite, he growls in the manner of a patient parent andinvites the combatants into the ring.

    Dice Pool: HarmonyAction: Extended (15 successes; each roll represents one minute)

    Roll Results

    Dramatic Failure: All successes are lost. Participants are likely to interpret the rites failure as asign that the duel is meant to be to the death.

    Failure: No successes are gained.Success: Successes are gained toward the total. If the ritemaster accumulates 15 or more

    successes, the area within the boundaries is appropriately blessed. While within the marked circle, anylethal damage received from weapons is downgraded to bashing damage. This rite cannot affect attacksmade with natural weapons, and its effects are lost if a character leaves the circle. If the circle is physicallybroken (the mark being scuffed out, most likely), the rites effects end. The circle remains empowered forthe duration of the scene.

    Exceptional Success: Successes are gained toward the total. If the ritemaster accumulates 20 ormore successes, the area within the marked boundaries receives a particularly potent blessing.

    Aggravated damage received from weapons is also downgraded to lethal damage as long as the woundwas incurred within the circle.

    FaIR WaRNING, RITE OF )

    In the modern world, Uratha cant always be expected to notice when theyve crossed intoanother packs territory. Scent marks and visual tags might help, yes, but unless a werewolf knows what

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    to look for or changes to Urhan form (not always feasible in the city), shell probably miss the markings.Getting upset when territory is thus invaded is ridiculous, but the Meninna do have their tribal vow tothink about. Thus, this rite was developed for the benefit of werewolves new to an area.

    When a werewolf crosses into an area protected by the Rite of Fair Warning, she immediatelyfeels a sense of subtle threat. The threat isnt severe the Uratha doesnt feel as if her life is in danger but she does feel noticed, even if she is under the effect of a Gift or other power that masks her somehow.

    The Rite of Fair Warning doesnt notify the werewolf who performed it; it merely lets the interloper knowthat she is an interloper. In addition, if a werewolf is actively looking for scent marks or other territorytags in an area protected by this rite, the player receives a +2 modifier to any rolls made to do so. Thisbonus also applies to other, non-Uratha powers meant to detect supernatural phenomena (a magesdetection spells, a vampires Auspex Discipline or even a mortals Unseen Sense Merit might apply).

    Performing the Rite: The ritualist must walk the perimeter of the area to be affected, continuallysinging or chanting an invocation to the spirits to watch over her borders. When she comes full circle, sheseals the area with a few drops of her blood, sweat or urine (the specific fluid varies from place to place),and marks the location with a visual or olfactory tag. Once performed, the Rite of Fair Warning lasts forone lunar month before fading.

    Dice Pool: HarmonyAction: Extended (20 successes; each roll represents 10 minutes of walking)

    Roll Results

    Dramatic Failure: All successes are lost. The character is attacked by a local spirit that takes issuewith her claim of territory.

    Failure: No successes are gained toward the total.Success: Successes are gained toward the total. When the total reaches 20 successes, the character

    must continue walking and chanting or singing until she reaches her starting point, at which point shecan finish the ritual.

    Exceptional Success: The character makes considerable progress toward her goal. If the characterhas gained 25+ successes, the ritual is extremely potent. Any werewolf entering the territory suffers a 2penalty to Wits + Composure rolls to avoid surprise (see p. 46 of theWorld of Darkness Rulebook) untilthe ritualist or one of her packmates has officially welcomed the interloper to the area.

    Final Howl, Rite of the )

    The Forsaken of Britain are no strangers to hearing tales of desperate last stands against the Pureor some hideous and alien creature from the Shadow. Though calling for aid can be considered the act ofa coward and a weakling depending on the circumstances, sometimes a werewolf has no choice but tohowl for help or die. Even then, if the situation is dire enough, a werewolf could be long dead before helparrives, and may need to communicate one last piece of information to other Uratha in the area. For thislast breath attempt to send a message, the Forsaken created the Rite of the Final Howl.

    Performing the Rite: The werewolf bites her tongue hard enough to bleed, and swills the bloodaround her mouth for a turn. The following turn, she roars out a single, long howl to the sky, containingrough details of the howlers location, a message to any who hear the roar, and with an emotionalundercurrent that she doesnt expect to survive.

    This is a gravely serious rite, and few werewolves would ignore the plea or the message withinthe howl. Even rival packs are likely to race to the howlers aid to see what the danger is, or pass on a

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    message if that is the focus of the roar the Rite of the Final Howl is taken with solemn sincerity amongthe Forsaken of Britain who know of it.

    Cost: 1 EssenceDice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: The rite fails; the werewolf chokes slightly on the blood in his mouth,preventing him for howling this turn.

    Failure: The rite fails; the howl reaches no farther than a normal howl.Success: The howl sounds out for five miles per success on the Harmony roll. Though the roar

    does not reach the ears of humans beyond natural hearing range of the howling werewolf, all Urathawith auspices within the rites radius hear the howl whether they are in the physical world or the ShadowRealm.

    Exceptional Success: No additional benefit beyondthe additional range of the howl.

    First Blood, Rite OF )

    When a cub takes his first wound in battle, the Blood Talons celebrate. To face death and survive,to be wounded in service to the memory of Father Wolf, is a glorious thing. Blood Talons perform this ritethe first time a cub newly initiated into the tribe is severely injured in battle. The Rite of First Bloodcommemorates the event, which is considered a major milestone in a Blood Talons life and a trulyGlorious event.

    Performing the Rite: This rite can be performed only on an Uratha who has been severelywounded in battle (that is, who has suffered an aggravated wound), and an individual can be therecipient of this rite only once.

    The ritualist gathers the tribe, ideally at the site of the battle or at a location designated tur. Theritualist stands in the center of the assembled tribe with the honored initiate kneeling beside him, and theritualist declares the initiates deeds and injuries. The ritualist then pulls the initiate to his feet,proclaiming him to be unbroken and a worthy inheritor of Fenris-Urs legacy. The assembled werewolveshowl their approval, and each takes his turn marking the initiates wounds: some merely trace a talonover the wounds; others paint the wounds with handfuls of mud or smear their own blood over thewounds (especially common if the wounds came from the same battle). When each member of the tribehas made his mark, the ritualist proclaims the cub blooded in glory, and leads all the assembledwerewolves, the cub included, in a howl to the Destroyer Wolf.

    Dice Pool: HarmonyAction: Extended (15 successes; each roll represents one minute of extolling the honorees

    virtues)

    Roll Results

    Dramatic Failure: The ritualist dishonors or inadvertently insults the initiate. The honoree losesone point of Glory Renown.

    Failure: The ritualist fails to extol the virtues of the initiates deeds. The initiate gains noexperience points.

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    Success: The ritualist honors the initiates suffering. The honoree receives three experiencepoints, which may be spent only on improving Glory Renown.

    Exceptional Success: The ritualists performance is so spellbinding and tells of such epic prowessin battle that it attracts the attention of a Lune of the honorees auspice choir. The Lune immediatelygrants the honoree one free dot of Glory Renown.

    Suggested ModifiersModifier Situation

    3 The initiates wounds have already healed when the rite is performed.1 The honoree received only one or two points of aggravated damage.+0 The honoree suffered two or more points of aggravated damage, but was not pushed into wound

    penalties.+1 The honoree has an aggravated wound marked in one of his last three Health boxes.+1 All Uratha present are Blood Talons.+2 Blood Talons from multiple packs are present.

    Funeral Rite )

    The Funeral Rite is performed after the death of a werewolf. Its intent is threefold. First, itprovides proper honor to the spirit of the valiant dead. Second, the rite gives packmates, allies andfriends of the deceased an opportunity to make their peace with his demise. Third, the ritual speeds thespirit of the dead werewolf on its way to the ancestor realms or into its next life. This rite is said to havebeen first performed by the ancestors of the Pure Tribes upon the death of Father Wolf, and its rumoredthat performance laid waste to the spirit world, wracking the very Earth with the agony of Father Wolfsdeath. The modern form of the ritual has no such effect.

    Performing the Rite: This ritual usually takes roughly an hour to perform. The ritualist and allparticipants smear a small amount of their own blood onto both the corpse of the subject and the location

    of the bodys final resting place (whether a grave or funeral pyre, or into the oceans water). Specifics ofthe ritual vary from region to region, but it always includes a howl of mourning. The ritual ends with theinterring of the corpse again, whether underground, in a cairn, on a pyre or into the water varies.

    Dice Pool: HarmonyAction: Extended (10 successes; each roll represents 15 minutes)

    Roll Results

    Dramatic Failure: The ritemaster accidentally dishonors the deceased in some way. This mayaffect the performers standing among those present at the funeral. He may suffer a 1 penalty on Socialrolls toward attendees for the next month.

    Failure: No successes are added.Success: Successes are added. If the required number is accumulated, this rite may speed a

    werewolfs spirit along to whatever fate awaits it, but no game mechanics apply. This rite has no effect ifperformed on the undead or walking dead.

    Exceptional Success: Considerable successes are gained. If 15+ successes are gathered, the rite isconsidered particularly moving and effective, reflecting well on the ritemaster. He gains a +1 bonus onSocial rolls toward attendees for the next month.

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    GHOST HOWL, RITE OF THE )

    The Lodge of Night developed this ritual in order to serve as both a warning and a memoriam forfallen members. This strange dual-purpose aspect to the rite comes from its unique effect, whereby theritualist howls long and hard in the Shadow, and leaves a faint echo of the sound in the area after hehas departed. From then on, any spirits or Uratha entering the area might hear the faint ghost of a howl,

    conveying whatever message the ritemaster put into the original howl.Most often these ghost howls are left to linger in a region to warn any hostile spirits that it is

    Uratha-protected territory, or to warn other werewolves that there are highly dangerous spirits nearby.The rite also sees use among the night hunters to mark the spot of a fellow lodge members death, wherethe howl of sorrow will remain in the Shadow for all time. Members of the Lodge of Night are rarelydiscouraged from marking a packmates grave with this rite, even if the fallen Uratha was not a nighthunter himself. However, it is forbidden to teach the Rite of the Ghost Howl to non-lodge members, andpunishable by expulsion.

    Performing the Rite: This ritual takes no more than a minute or so to perform. The ritualist mustassume the Urshul form in the area he wishes to mark, and howl a simple message (understandable bythose who can speak First Tongue). The message can include the howlers identity and a vague

    impression of reason he performed the howl, but little more than that.

    Dice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: The rite fails, and the howler finds that his message simply will not echo in theregion. He may try again when a month has passed.

    Failure: The rite simply fails.Success: The howl lingers in the air after the ritualist finishes, and is imprinted in the region of

    Shadow until the day of the ritemasters death. After his death, the howl will fade and never be heard

    again. Exceptional Success: The howl lingers and remains even after the ritemasters death, neverfading from the Shadow

    Hallowed Ground, Rite of )

    An Iron Master must never forget his territory. Without a place, a people or an institution to callhis own, he will never truly understand Sagrim-Urs tenet. Some werewolves find that honoring the spiritof their territory whatever that territory might be helps tie them to the words and the spirit of whatthey swore before Red Wolf after their initiation. Spirits that find themselves honored this way reward asuccessful Rite of Hallowed Ground with a small amount of Essence.

    Some Farsil Luhal consider this rite pointless. They consider that a werewolf should honor histerritory through hard work rather than sucking up to the spirits behind it. Many still use the rite,showing the spirits what the werewolves have done and claiming the Essence for doing so. A werewolfmust treat the rite as an addition to everything else that he does to honor his territory, rather than theonly thing.

    Performing the Rite: The ritemaster calls to the spirits of her territory. She must burn somethingsymbolic of her territory while she stands in an appropriate location (an Iron Master who considers theCatholic Church to be her territory can use any church). She howls tales of all she has done while the item

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    burns, then must cut her palm, spilling three drops of blood on the ground. When the third drop hits theground, the spirits judge her words. The rite normally takes only a couple of minutes to complete. Awerewolf can use this rite only once per week unless she performs a great service to her territory in themeantime. The spirits see further attempts as glory-hunting, and those attempts automatically fail.

    Dice Pool: Harmony

    Action: Instant

    Roll Results

    Dramatic Failure: The spirits mock the werewolfs efforts. The character loses a point ofWillpower.

    Failure: The rite simply fails.Success: The spirits are satisfied with the werewolfs actions and suffuse her spirit with Essence.

    The character regains two points of Essence, or the characters entire pack regains one Essence point each. Exceptional Success: The ritualist is flushed with her success and the rush of Essence through her

    spirit. In addition to the effects of a success, she regains one point of Willpower

    HONOR THE BENEVOLENT SPIRIT )

    This ritual was developed by the Lodge of the Endless Moon in order to bestow gratitude andrespect upon those spirits that serve the balance of nature, and that never possess humans or causefurther harm to the unstable spirit wilds. Some spirits have no care for whether the werewolves arepleased or otherwise, and are free to ignore this blessing. Other spirits either fear or respect the Urathaenough to appreciate this small recognition and enjoy the slight protection such a marking offers. Oncethe spirit has been blessed, it is marked with a glyph upon the surface of its corpus. The symbol meansHonored in the First Tongue, and is visible to both Uratha and spirits alik e.

    Whether to perform this rite can be a difficult choice. A spirit marked with the glyph has provenits use and benevolence, and must be protected if it calls for aid. This can generate a great deal of work

    for the Uratha if too many spirits bear the honor. However, the more spirits that carry the mark and enjoythe good-natured protection of the Uratha, the more pleasant the local Shadow and physical realm willeventually become. As with all aspects of defending territory, a balance between ability and necessitymust be struck the werewolves cant be everywhere at once, and they cant take care of every problemthat crops up.

    Performing the Rite: The ritemaster sheds a drop of his own blood, by using a claw or otheredged instrument, and draws the glyph upon the spirits flesh with a fingertip. As he traces the symbol,the werewolf intones a blessing in the name of Father Wolf and Tsuki-yumi to recognize the spirit as ajust servant of Creation. A spirit that is forcibly bound or restrained can reject the power of the rite withits Resistance. Whichever of the two has the highest number of successes after the single turn isconsidered victorious. Ties always go in favor of the Uratha.

    Dice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: The glyph appears incorrectly, reading something completely different andcausing a burst of pain (one Corpus level) to the spirit. The mark cannot be removed for another lunarcycle, whereby the Uratha can once again try to inscribe the correct mark.

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    Failure: The rite simply fails, and the mark does not show.Success: The glyph shows on the spirits form in a dull red light. This will likely make other spirits

    jealous at the protection the branded spirit receives.Exceptional Success: The glyph shows through with flickering white fire or some other ostentatious

    display of the ritemasters power

    HOWL OF OWNERSHIP )

    This simple ritual allows a pack to declare to the spirit world that the pack controls a given patchof territory. The rite is simple, but it is easily interrupted. In this way, it is designed to announce the claimto other nearby werewolves. If those neighbors do not challenge the pack shortly after performance of therite, obviously the packs claim is true.

    Performing the Rite: The ritualist stands in the center of a territory element that his pack intendsto lay claim to and unleashes a howl of dominance. Each of the ritemasters packmates must be named inthe howl, which in essence exhorts any nearby werewolves to come if they dare and challenge theritualists pack if they believe they have a valid claim to this place.

    Dice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: Only the nearest spirits hear the howl, and they are inclined to believe that theritemaster and her pack are weak and incompetent. For the next day, the ritemaster and her pack receive1 to all rolls made to perform rites or influence spirits within the territory.

    Failure: Only the nearest spirits hear the howl, and they are unimpressed.Success: The spirits within the area become aware of the ritemasters pack and their claim. Exceptional Success: The spirits within the area are impressed or intimidated by the strength of

    the ritemasters conviction. For the next day, all members of the ritemasters pack receive +1 die tosummon or banish spirits within this territory element. (Territories, p. 50)

    LUNaS aCRE, Rite of )

    Protectorates with some level of history have seen their people come and go. Yes, some probablyleave of their own accord, but many fall in battle (though a few certainly succumb to old age or disease)when the clutch goes to war. This rite simply consecrates a protectorates graveyard (or, as some call it,bone orchard) with Lunas blessing. Those who come to Lunas Acre to pray and reflect often feelrecharged in doing so.

    Performing the Rite: Enacting the ritual is simple, though lengthy. The ritemaster goes to wherethe protectorate keeps its dead (or honors the dead through cenotaphs and markers, if not the bodiesthemselves). There, she must upend a small bottle (thimble-sized) of her own tears onto the ground. Shemust then whisper a small prayer of her own design to Luna and her fallen clutch-mates. She must repeatthe prayer over and over again until the ritual is complete, which may be an hour or more in time.

    Dice Pool: HarmonyAction: Extended (seven successes; each roll represents one hour of time)

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    Roll Results

    Dramatic Failure: The ritemaster feels overwhelmed with grief and cannot continue. For thefollowing eight hours, she suffers a 1 penalty to all rolls due to her crushing sadness.

    Failure: No successes are accumulated, and the rite fails.Success: The appropriate successes are added. If the total reaches seven or more successes, the

    rite is completed. For the following year, any who come to pray at the graveyard for at least 10 minutes ofuninterrupted quiet can gain back one Willpower point for doing so. The character may only gain oneWillpower point per week in this manner. The rite lasts for one year, 365 days, from the point of theritemasters performance. After that, the rite must be performed anew by her or another Forsaken.

    Exceptional Success: Successes are added to the total. If the total reaches 12 or more successes,the ritemaster automatically gains two Willpower points for her success.

    Suggested Modifiers

    +2 Performed during a full moon2 Performed during a new moon

    RITE OF PENaNCE ()

    As discussed in Chapter Two, the Fire-Touched believe that sin can be forgiven, provided that theproper penance is performed. The Rite of Penance is one of the most important parts of the Izidakhculture, and since this rite can be performed alone, most Fire-Touched eventually learn it. With it, theUratha can find some forgiveness for recently committed sins, no matter how intense. The rite isinteresting in that it doesnt require the werewolf to seek forgiveness from the people he actually sinnedagainst, only a more abstract form of absolution from Gurim-Ur himself. If the werewolf is seekingforgiveness from another party, he would be well-advised to perform the Rite of Contrition instead.

    Performing the Rite: The Fire-Touched who is receiving the rite must confess his sins. If thewerewolf is performing the rite upon himself, he usually builds a small fire and directs his confessionthere, the idea being that Gurim-Ur will hear the werewolf through the flames. The ritemaster thendecides upon an appropriate form of penance. Some ritualists choose penance appropriate to the sincommitted. For instance, lying might result in the offenders tongue being tied to a stump and then beatenflat with iron rods, while killing another werewolf in battle (noble though it may be, it is still a sin) might callfor the killer to submit to a full minute of biting and clawing by other Fire-Touched. Sometimes the ritualistjust chooses something appropriately painful, with no regard toward how well it thematically meshes withwhat the werewolf did. After all, few Fire-Touched can appreciate the symbolism while they are actuallyenduring the penance.

    Whatever form the penance takes, the ritualist must take care not to kill the subject. The subjectcan be injured within an inch of his life, but werewolves can heal from the most grievous injuries in hours,at most. Obviously, the use of silver is strictly forbidden in the Rite of Penance (though some hereticalpacks of Fire-Touched sometimes break this rule).

    Each roll in the rite requires five minutes of torture, but the subject can only withstand so much.After a number of rolls equal to the subjects Stamina + Resolve(+ Iron Stamina, if applicable), thetargets body be comes inured to the pain and the subjects mind becomes awash with Rage. At thatpoint, the subject must check for Death Rage for every roll the ritualist makes for the remainder of the rite.If the subject enters Death Rage, of course, the rite fails (treat as a dramatic failure, below).

    This rite can be performed only once during any given lunar month on any given subject.

    Dice Pool: Harmony

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    Action: Extended, (20 successessubjects currentHarmony; each roll represents five minutesof torture)

    Roll Results

    Dramatic Failure: The act of penance is either not sufficient, or the subject flies into Death Rage,

    ruining the rite. All successes are lost.Failure: No successes are gained.Success: The successes are added to the total. Once the ritemaster reaches (20 subjects

    Harmony), the rite is successful. At that point, the subject of the rite can attempt purge himself of anyderangements or compulsions accrued as a result of Harmony loss. The player rolls the characterscurrent Harmony rating once for each derangement. If the roll is successful, a mild derangementdisappears or a severe derangement becomes mild. It is possible to continue performing the Rite ofPenance until all derangements have been purge, but this is time-consuming and, of course, painful.

    Exceptional Success: The successes are added to the total. No effects beyond the rite beingcompleted quickly.

    Suggested ModifiersModifier Situation

    +1 Subject has never experienced the particulartorture used.

    1 Subject is performing the rite for himself.1 Each sin (i.e., degeneration roll) is confessed.

    PRESERVING THE TRaIL )

    This rite keeps a scent trail from going cold with respect to the ritualist, so that she can continueto follow it for days, weeks, months, or even years if need be. In ancient times, fugitives from the justiceof the People might run to distant lands, expecting to escape their just punishments through distance,

    alone. Irraka were often called upon to pursue these criminals into far-off places, to deliver judgmentupon them, no matter where they might flee.

    Performing the Rite: The ritualist performs the rite at a location at which she can catch the scentin question. This may be the quarrys living quarters or just a place that he happened to pass through acouple of hours ago. Alternatively, she can use an article of clothing or something else that carries hisscent, allowing the rite to be enacted almost anywhere. She locates the strongest source of the scent andclosely sniffs at and even tastes the specific site or object. She then intones the following in the FirstTongue: Nihu ba eshe ges (roughly translated, I will find you anywhere in the world.)

    Dice Pool: Harmony

    Action: Instant

    Roll Results

    Dramatic Failure: The ritualist not only loses the scent, but she also suffers from a two-diepenalty to all rolls to track this particular quarry, henceforth.

    Failure: The character fails to preserve the scent against natural degradation.

    Success: For one full lunar month, the quarrys scent (seeWerewolf: The Forsaken, 17880) doesnot fade with respect to the ritualist; no matter how much time passes or what environmental conditions

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    occur (rain or snow, for instance), his trail remains fresh and easily tracked. Provided that the ritualistsuccessfully performs this rite again before its duration elapses, she can indefinitely preserve the integrityof a scent trail. Successes accrued for supernatural occlusion effects that might compromise the scent ofthe prey are directly compared against the ritualists successes, with ties going to the quarry. If thewerewolf presently has the taste of the preys blood, however, ties go to the ritualist.

    Exceptional Success: The trail remains fresh for the ritualist for an entire year of lunar months (a little

    over 354 days).

    Renunciation, Rite of )

    Sometimes, a werewolf discovers that she simply cannot consider herself a member of her tribeany longer. Perhaps she chose poorly during her initiation; perhaps her ideology changed under thepressures of Forsaken life. In such cases, its better to formally renounce ones tribe to begin a new lifethan to crack under the strain.

    The rite doesnt actually create the ability to leave the tribe at all. A werewolf who doesntperform this rite is not mystically bound to be a member of her tribe forever. Rather, this rite allows awerewolf to leave her current tribe formally while causing the least amount of offense to the tribespatron totem and the other werewolves of the tribe. Once the Rite of Renunciation is performed, thewerewolf is free to undergo a second Rite of Initiation and join another tribe, or to simply walk as a GhostWolf.

    Performing the Rite: The werewolf who wishes to renounce her tribe must be the one to performthis rite. The rite is usually performed in the presence of an elder of the tribe, but if none are able (orwilling) to attend, the supplicant usually substitutes a summoned spirit of the tribal totems brood or aneffigy of the tribal totem. The rite begins with a low howl begging leniency. The ritemaster then beginsthe ritual speech of renunciation, praising the virtues of the tribe even as she admits her inability to holdto them. In most variations of the rite, the supplicant symbolically sheds some token of tribalmembership. (A Bone Shadow might divest herself of all garments and fetishes in ceremonial fashion,while a Blood Talon might slice away the scar gained from his Rite of Initiation.) At the close of the rite,

    the ritualist kneels, bows or exposes her belly before the elder, spirit or effigy as a final gesture ofappeasement.

    Dice Pool: HarmonyAction: Extended (50 successes; each roll represents 10 minutes of effort)

    Roll Results

    Dramatic Failure: All successes are lost. The character has made an embarrassing gaffe andinsulted the tribe or tribal totem in question, and is likely to gain enemies among the tribe.

    Failure: No successes are gained at this time.Success: Successes are gained. If the character gains the total required amount, the rite concludes

    and shes no longer considered a member of her tribe. The character loses one dot of Renown in thecategory associated with her former tribe. The character may later choose to join a different tribe, inwhich case she must undergo the Rite of Initiation for that tribe as usual. If she chooses not to joinanother tribe, shes now considered a Ghost Wolf.

    Exceptional Success: Successes are gained. If the character has gained 55+ successes, her closingplea was exceptionally moving, and her former tribemates will view her with more kindness andcamaraderie than they might have otherwise.

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    RITUaL MIND )

    A werewolf who has trouble finding balance before invoking the spirits to empower her rituals isat a disadvantage compared to Uratha who pay closer heed to the tenets of Harmony. To redress thatbalance, many ritemasters have taken to petitioning Mother Luna to watch over their workings. WhileLuna likely doesnt pay any heed, the local spirits recognize the werewolfs need to focus.

    Many werewolves consider this rite holy in some way, a ritual created to assist with the greatestof workings. For Uratha of lower Harmony to use it seems rather profane to many dedicated ritemasters,but its use goes on. A new werewolf will likely not learn this rite first, but knowing it before she needs itto bolster her Harmony marks her as a highly dedicated ritualist.

    Performing the Rite: A werewolf can only use this rite to assist in using another, and the samewerewolf must perform both rites. She must prepare all of the materials required for the other rite beforestarting, and only enacts this rite when ready to start the other as well. The werewolf faces east if shecannot see Mother Luna or west if she is visible in the sky. From there, she takes one deep breath andhowls her need for clear thought and balance to the four cardinal directions, turning clockwise. The ritetakes less than two minutes to perform.

    Cost: 1 EssenceDice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: The rite fails. Due to the extra confusion and stress, the other rite suffers anadditional 2 modifier.

    Failure: The rite fails. The ritemaster gets neither bonus nor penalty.Success: The ritualist may add one die to her Harmony roll for the other rite. This extra die can

    only be used to offset penalties to the roll, not to gain extra dice above the characters Harmony. Exceptional Success: The ritualist gets three extra dice to offset penalties rather than just one.

    SCENT OF THE EINHERJaR ()

    The Einherjar is the name of the fallen heroes who reside in Valhalla. This rite allows Valkyries tocatch the scent of a fallen hero so that they may perform the Funeral Rite for her. This rite also allowsthem to identify whether a fallen Uratha has been selected. They will not use this skill to attempt toidentify an Uratha they feel is unworthy.

    Performing the Rite: This rite is very simple. It is performed by invoking the Vaettir and slowlyturning in a circle clockwise, scenting the quadrants.

    Cost: 1 EssenceDice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: The rite fails and cannot be used for 24 hours.Failure: The rite fails; the point of Essence is lost.

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    Success: The scent of the fallen immediately springs to the nose of the Valkyrie. Any within 10yards may be identified immediately. Any likely candidates for the Funeral Rite from farther away mustbe tracked. The Summis-urdu may catch the scent of someone within one mile per point of Primal Urge.

    Exceptional Success: A raven or wolf appears to identify the dead, and the Valkyrie gains +4 diceto perform the Funeral Rite for the identified Uratha.

    Suggested ModifiersModifier Situation

    +2 The Uratha fell in battle+2 If the dead Urathas Brawl or Weaponry skill is

    above 3+1 The Uratha fell in a heroic struggle fulfilling the

    Oath of the Moon+1 Per point of Primal Urge possessed by the dead

    that is above 5-2 If neither of the dead Urathas Brawl or Weaponry

    Skills are at least 3-2 Per point of Primal Urge possessed by the dead

    that is below 5

    SHaRED SCENT )

    Every werewolf can trace even faint remnants of a scent as long as hes tasted his preys blood.This rite dates back to the earliest times, to the legendary task of tracking wayward spirits and men andkeep them out of the wrong side of the Border Marches. Wolves dont hunt alone, and neither do Urathathey track their prey in packs. In those ancient days, the werewolves learned how to share a capturedscent.

    Performing the Rite: The ritemaster must first gather members of his pack within a small, quietarea. The ritualist then intones a howl to Father Wolf, with the members of the pack joining in as achorus. At the peak, the werewolf who tasted the preys blood cuts his tongue with a consecrated knifeand passes the knife around to the others. Every other member present tastes the blood. When the knife isreturned to the ritemaster, all of the werewolves present own the scent and can track the prey asthough they had bitten him themselves. This rite shares only the most recent scent the ritemaster hascaptured, and it works only in the first couple of hours after hes bitten his victim.

    Dice Pool: HarmonyAction: Extended (5 successes per packmate; each roll represents one turn)

    Roll Results

    Dramatic Failure: All accumulated successes are lost.

    Failure: No successes are added.Success: All participants now have the scent and can track the prey as though theyd tasted his

    blood (see Tracking in Chapter Three, p. 179).Exceptional Success: All tracking rolls made to track the targeted prey, including those made by

    the werewolf who initially caught the preys scent, receive a one-die bonus.

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    Sorrow Marks Mirrayindri ()

    The dead look down, say the gubbas, from some place in the sky. Kooris know that the dead arein all sorts of places. The death of a loved one is usually accompanied by rituals. The Uratha haveadapted the custom of sorrow marks (sacred scarification) in order to prevent ghostsfrom harmingthem.

    Performing the Rite: The pack will gather on the occasion of a loved ones death, whetherUratha, wolf-blooded or any other, and chant while cutting themselves with flint or pieces of kurranullashell. A bora ring is the usual place to meet. They chant, usually dance as well and cut their packmates inceremonial patterns. Each sort of ghost that one might fear has a traditional pattern. The cuts are made toform permanent scars, called sorrow marks by the British because they were a funerary custom. Rarely,the Uratha of Australia will scar themselves after a defeat in battle or some other loss; the custom is thesame. The scarring is painful and creates aggravated damage, but does not incur the risk of Death Ragefor Uratha with Harmony over 3.

    This ritual lasts perhaps an hour for each person who wishes to be scarified. The scars areeffective as long as ghosts can see them. Therefore, if a werewolf was scarred on the chest, his scarswould keep away a ghost unless he were wearing a shirt. Usually, one point of aggravated damage is

    enough to scar the body, but for each additional level, another area can be scarred (arms, face, genitalia,etc.). If more of the body is scarred, the effect is stronger.

    Action: Extended (five successes; each roll represents half an hour and one point of aggravateddamage)Dice Pool: Harmony

    Roll Results

    Dramatic Failure: All successes gained are lost. The ritemaster may try again from the beginning.Failure: No successes are gained.Success: Successes are gained. If the total reaches five successes, the wounds will eventually heal

    and scar. Ghosts lose three dice from any dice pools used to oppose the rites recipient until the woundsare healed and scarred over. Thereafter, they lose one die when the scars are visible to them. The rite maybe repeated to reopen the wounds, but unless aggravated damage is done, such as with silver or with aconsecrated shell, the ward is not renewed.

    The rite protects Uratha from ghosts, obviously not from other kinds of spirits.Exceptional Success: No ghosts may come near the victim at all until the wounds are healed.

    Thereafter, they lose one die from dice pools when the scars are visible. (Lodges: The Splintered, p. 61)

    spirit Brand, Rite of )

    This ritual invokes the Lunes to confirm that a given werewolf has achieved a greater measure of

    Renown. The Lunes respond by marking the subject with silver brands, proving that hes claimed theright to greater standing among his people and the spirits. Traditionally, a werewolf must perform thisrite for another. Its generally considered too proud and crass to perform it for oneself, though someGhost Wolves have little alternative.

    Performing the Rite: The ritualist intones a chant honoring the subjects strength and wisdom.The exact wording of the chant may be poetic or modern, depending on the ritemasters talents, but itmust be respectful. As he continues the chant, the ritemaster runs her nails (or claws, if in Dalu form) in

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    ritual patterns across the skin of the subject. As the rite continues, the patterns begin to glow with silverlight and take on the form of spirit brands.

    Dice Pool: HarmonyAction: Extended (15 successes; each roll represents one minute of effort)

    Roll Results

    Dramatic Failure: All successes are lost, and the ritemaster must begin anew. This failure toproperly honor the rites subject is seen as shameful.

    Failure: No successes are gained.Success: The successes are added to the total. If the total reaches 15+ successes, the brands blaze

    into being and then fade to the proper state (to invisibility if the rite took place in the physical world).Exceptional Success: The successes are added to the total. If the total reaches 20+ successes, the

    brands are slower to fade. The subject gains a +1 to all Social rolls made to influence spirits for theduration of the scene. (Werewolf: The Forsaken, pp.151-2)

    SPIRITS PROMISE, Rite of the )

    Bone Shadows deal with spirits on a regular basis, and it helps to speak from a position ofstrength. The best way to gain such a position, of course, is to know a spirits ban, but finding out thisinformation is a matter of careful investigation (the Gift: Read Spirit works, too, but not every pack has aCrescent Moon). The Rite of the Spirits Promise determines a spirits ban fairly quickly, but the rite alsorisks reprisal spirits dont like being so closely investigated by Uratha. A Bone Shadow performing thisrite on a spirit more powerful that he is had better have his pack handy.

    Performing the Rite: The werewolf need not be able to see the spirit in order to use this rite, buthe must be in the spirits presence or know its name. The Bone Shadow intones a quiet First Tonguephrase asking for insight, and draws a symbol in the dirt or on a wall. If the ritual succeeds, knowledge of

    the spirits ban becomes clear to the werewolf. In any case, though, the spirit might notice what ishappening, and it can use the connection created by the rite to attack the ritualist.

    Dice Pool: HarmonyAction: Extended (successes equal to the spirits Rank; each roll represents one turn ofconcentration)

    Roll Results

    Dramatic Failure: The connection works, but in the wrong direction. The spirit knows somedamning fact about the ritualist a dark secret, the location of his family, his Vice, the ban that his totemimposes, etc. The spirit can do what it wishes with this information.

    Failure: No successes are garnered.Success: Progress is made toward the goal. When the player accrues successes equal to the

    spirits Rank, the spirits ban comes to the character in a flash of insight. The Storyteller does not providethe mechanical aspects of the ban, however. For instance, a garbage-spirit might suffer three points ofdamage to its Corpus per turn of contact with cleansing chemicals. If the character uses this rite, though,all she knows is that the spirit cannot abide the touch of cleansing chemicals, not that it damages thespirit.

    Each turn that the character rolls to accrue successes for this rite, the targeted spirit has a chanceto notice whats happening. The Storyteller rolls the spirits Finesse. If the roll succeeds, the spirit realizes

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    what is happening and can use its Numina on the werewolf as if it possessed the Reaching Numen (see p.278 ofWerewolf: The Forsaken). The spirit can use its powers only on the ritualist (unless the spiritactually knows the Reaching Numen, of course), and only as long as the rite continues.

    Exceptional Success: Significant progress is made toward the goal. If the rite concludes withsuccesses equal to the spirits Rank + 5, the Storyteller must inform the player of the mechanical aspectsof the ban. (Tribes of the Moon, pp. 71-2)

    TaSTE OF THE aNCESTORS )

    This rite allows a werewolf to determine something about the subjects ancestry. Specifically, shecan determine whether either of the subjects parents are werewolves and if either one is, she candetermine whether either one of them is one of the Tribes of the Moon. This ritual cannot determinewhether its subject is a werewolf himself, nor whether the subject will become a werewolf.

    Performing the Rite: The ritualist must come into possession of any quantity of the subjectsblood. Even a few drops suffice for this ritual. The blood is smeared on a specially prepared bit of linen,and the linen is burned. The Pure werewolf performing the rite watches the direction that the smoke

    blows the smokes direction is independent of the surrounding weather conditions.

    Dice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: Unclear or deceptive information is revealed.Failure: The smoke billows upward, revealing no useful information about the subject.Success: If the smoke from the linen blows east to west, one of the subjects parents is a werewolf

    of the Tribes of the Moon. If the smoke blows west to east, one of the subjects parents is a werewolf of thePure Tribes. If the smoke blows due north or due south, neither of the subjects parents is a we rewolf.

    Exceptional Success: The direction that the smoke curls gives further information about thetargets parentage: if the smoke curls upward, the subjects father is the werewolf. If the smoke curlsdownward, the subjects mother is the werewolf. A dramatic success has no bonus effect if neither of thesubjects parents is a werewolf. (The Pure, p. 123)

    TREMULOUS HOWL, THE )

    The Tremulous Howl is a werewolfs cry for aid at a time when all other options are forfeit. TheTremulous Howl is no little thing for a fully grown werewolf to evoke. A ritemaster who performs thisrite can be certain that those who hear it will remember her and the call for help. It admits weakness andmay bring a degree of shame on the werewolf, her pack and, sometimes, her tribe. Those who respond

    will always know (or believe) they saved her, and those who hear of the event will become uncertain thatshe can adequately perform her duties. Those who desire to accumulate Glory Renown will think twicebefore allowing this howl to be performed. Still, it requires a certain knowledge of self to know that oneneeds help. Using this rite when hope is truly lost and through no fault of ones own can be seen as an actof Wisdom.

    Performing the Rite: This ritual can be performed in moments. The ritualist need do no morethan nick her throat enough to draw a trickle of blood, then throw her arms and legs wide to reveal hervulnerable belly. Then, she howls.

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    Dice Pool: HarmonyAction: Instant

    The howl can be heard at a distance of 20 miles per dot of Primal Urge. A werewolf who hears itknows instantly who is in trouble and where, but not the nature of the trouble. This rite does not compel

    any werewolf to go to the source of the howl, but it infallibly alerts all within range that somethingserious is going on. Some spirits, especially wolf- and aid-spirits, can discern the same information fromthe howl as a werewolf. The Pure can interpret the Tremulous Howl as well as the Forsaken, and somePure may choose to follow the howl to its source in order to make things more difficult for those whoneed aid. For this reason alone, almost all werewolves who hear a Tremulous Howl will drop everythingin order to help. Most will go simply because this howl is so serious, and no werewolf wants to be the onewho caused disaster when he didnt lend a hand.

    Anticipated Forgiveness, Rite of ()

    As common as combat is, it is impossible that no claw ever slips or tooth tears too deep. Andwhen fighting the Pure, many werewolves would rather spill all their opponents blood than give theirhateful brethren the opportunity to return and return the favor. Its hard not to murder the Peoplesometimes, whatever the elders say, and some werewolves have a method for dealing with the guilt orthe lack of it. This rite assures the Forsaken that she will receive some measure of forgiveness should sheaccidentally (or not) kill a werewolf. Like being pardoned for a crime not yet committed, the rite oftenmakes it easier to actually do the deed, but werewolves who do often do it with tears streaming downtheir cheeks, contrite and glad of the absolution.

    Performing the Rite: In Hishu form, the subject of the rite goes to her knees before the ritemaster,who must actually be willing to forgive the transgression The ritemaster proceeds to lead the subjectthrough a formulaic series of inquiries (on the masters part) and confessions (on the subjects part) in theFirst Tongue. The ritual ends with an extended invocation of Mother Luna, the spirit of Father Wolf and

    the subjects tribal totem. When it is over, the subject rises, feeling in touch with her ancestors and alreadyregretful of the act she may perform.

    Dice Pool: HarmonyAction: Extended (15 successes; each roll represents five minutes)

    Roll Results

    Dramatic Failure: The ritual fails to reaffirm the subjects reluctance to murder another werewolf.Instead, the meaningless confessions and prayers she hears only make her feel like the act is equally oflittle import. She loses one die from the degeneration rolls she must make if she kills any werewolvesduring the next day.

    Failure: No successes are accumulated.Success: Successes accumulate. If the ritemaster reaches 15+ successes, the ritual ends and thesubject feels strongly her connection with all her werewolf brethren. She believes that she would trulyregret the act of killing another werewolf, however necessary or unavoidable it might be. She gains onedie to any degeneration rolls she must make for killing werewolves during the next hour.

    This rite only has (positive) effect if the character subjected to it actually wants to repent for anywerewolf deaths she may cause. A werewolf who undergoes the ritual with no actual intent to feelcontrite or desire to change her ways afterward suffers penalties to the degeneration rolls as though therite had ended in dramatic failure.

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    Exceptional Success: Successes accumulate. There are no special bonuses.

    BaNISH SPIRIT )

    This rite returns a wayward spirit from the physical world to the spirit world. In the First Times,the children of Father Wolf used this ritual to force spirits to travel back past the Border Marches. Afterthe Fall, things got easier, in a way. No longer did a werewolf need to force a spirit to the Border Marchesand then banish it. Instead, she could simply force the spirit through the Gauntlet and into the Hisil.Unfortunately, this is something of a brute-force ritual. Being shoved through the Gauntlet can bedamaging to spirits, who resent having this rite used on them. Most spirits would prefer to leave of theirown volition, perhaps after being plied with chiminage or the promise of favors. On the other hand, thepain this ritual inflicts on a wayward spirit makes it a good stick to have around if the carrot of chiminageproves insufficient.

    Performing the Rite: The targeted spirit must be bound with the Bind Spirit rite or by physicallypreventing its host from moving more than a meter or two in any direction. The ritualist approaches thebound spirit and performs a brief snarl of exile and refusal, complete with similar gestures. The ritualist

    then slowly circles the bound spirit counterclockwise, and sprinkles it with salt water from each of thefour cardinal directions. The key of the ritual is the five-time repetition of the First Tongue phrase, Ibanish you from this realm, Galer za da sar. The ritualist doesnt have to repeat the phrase five times in arow. He may sprinkle it throughout the performance, but the ritual isnt complete until the phrase is saidfor a fifth time.

    Dice Pool: Harmony versus the subjects ResistanceAction: Contested and extended (10 successes; each roll requires a minutes time)The first competitor to accumulate the required successes wins, either to be banished to the spiritworld or to refuse to go. If the spirit wins, no attempt to banish it can be made again by anywerewolf for 24 hours.

    Roll Results

    Dramatic Failure: The rite or resistance fails outright and all accumulated successes are lost.Either the werewolf cannot attempt to use this rite against the given spirit for a lunar month, or the spiritleaves for the spirit wilds immediately.

    Failure: No successes are accumulated at this stage of the contest.Success: Successes are accumulated toward the total required. If the total reaches 10+ successes,

    the spirit is banished from the physical world and appears in the Shadow Realm.Exceptional Success: Tremendous progress is made or resistance is shown.

    BaR TO BIRTH )

    Because an inconvenient pregnancy can make life difficult for a female werewolf, some packshave learned how to lay a ward over the womb and prevent any new life from taking root there. Thoughuseful, this rite is not common. Some Uratha do not consider it a worthwhile expenditure of effort; othersfeel that it is a sign of weakness to avoid pregnancy at all.

    Performing the Rite:The moon must be in the sky and the subject menstruating when this rite isperformed. The ritemaster takes a dab of the subjects menstrual blood and writes Lunas First Tonguename above the subjects womb. If the rite is successful, the blood evaporates. A ritemaster who knows

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    this rite also knows how to lift the ward, which requires a simple incantation and the willingness of thesubject.

    Dice Pool:HarmonyAction:Instant

    Roll results

    Dramatic Failure:The rite fails, and cannot be used again until the subject next menstruates.Failure:The rite fails, and cannot be used again that night.Success:The subject of the rite cannot be-come pregnant due to intercourse with a human. This

    rite offers no protection against the conception of a Ghost Child. This condition lasts for one lunar month.Exceptional Success:The effects of the rite last three times as long. (Blood of the Wolf, p. 28)

    BESEECH THE MOTHER )

    The blessing of the Cahalith auspice moon is precious indeed, and all Gibbous Moon werewolvesfind their dreamvisions compelling at worst and incredibly useful at best. But they are rare and unreliable

    prophecies, as random in their manifestation as they are shrouded in myriad interpretations. British

    mythology features a few tales of wisdom and enlightenment coming to people in dreams, and this ritual

    is designed to mirror that belief, by begging Luna Herself for another Cahalith sleep-vision beyond his

    first (the one received once per story). This rite can be used as many times as the Cahalith desires, though

    each successive attempt after the first receives a 2 penalty to the dice roll.

    Performing the Rite: The werewolf must spend at least one hour in silent reverence to Mother

    Moon, looking up at her face in an unclouded night sky. If the moon is covered at any point during the

    hours meditation, the rite fails. Afterwards, the werewolf composes a short poetic verse honoring each of

    the Lune choirs and it must be the Cahaliths own words. He then lays down and attempts to go

    straight to sleep under Lunas gaze. The face of the moon can be obscured after this m oment and the

    ritual will still function depending on the ritemasters Harmony roll.

    Dice Pool: Harmony

    Action: Instant

    Roll Results

    Dramatic Failure: The ritualist seems to have offended the Cahalunim and the Mother with his

    pleas. His own prophetic ability fails to function for an entire month.

    Failure: The rite fails; perhaps the Cahalunim judged the werewolf unworthy of another dream,

    or simply not in need of one.

    Success: The Cahalith receives a prophetic dream, as described in the auspice descriptions in

    Werewolf: The Forsaken.

    Exceptional Success: Luna blesses her child for seeking her wisdom, and the next time to the

    werewolf uses the ritual, he does not suffer the 2 penalty as standard.

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    Blademaster, Rite of the )

    The Blood Talons expect every member of the tribe to be a warrior. Even the less martially-inclined auspices are expected to be competent in a fight. The tribes more established members know,however, that competence in battle doesnt just spring up overnight. Training takes time, and theunfortunate truth is that a battle rarely waits around until all the recruits are fully trained and prepared.The tribe developed this rite for emergencies when even the most raw, untested cubs must be pressedinto service to defend a territory.

    This rite is a popular one, especially in dangerous territories that see a high rate of turnoveramong packs. While use of the rite carries no stigma on its own, many Talons consider it lazy ordisrespectful to invoke the rite casually. A warrior should earn his skill at arms through effort, not simplymagic them into existence with tattoos and drumming. Ritualists counter that summoning and bindingspirits of violence with this rite require just as much effort as hitting the dojo five times a week.

    Performing the Rite: The ritualist lines up all prospective beneficiaries, almost like a militarycompany standing at attention. Tradition dictates that all should be nude, but since this ritual is oftenperformed on nuzusul who still cling to human modesty, its acceptable to wear a modicum of clothing.As long as the beneficiaries arms, legs and torso are mostly bare, the rite can function. The ritualist

    grinds up a paste of blood, honey and various herbs and plants thought to represent courage (the borageflower is a popular choice in Europe and North Africa), then paints glyphs representing strength, skill atarms and glory in battle along the recipients arms, legs and chest.

    Through intonation of ancient First Tongue words of binding, the ritualist commands a warspiritor a spirit of violence to go with the cubs and guide their hands and feet in battle. The spirit is ideally onefound naturally near the site of the battle, but one summoned and bound using other rites may be used ifnecessary. In effect, the spirit Rides the marks painted on the recipients (although Blood Talons tend toget testy at that implication).

    Dice Pool: HarmonyAction: Extended (five successes per beneficiary; each roll represents 10 minutes of paintingglyphs and binding the spirit)

    Roll Results

    Dramatic Failure: The spirit is improperly bound. All recipients suffer a 1 penalty on all combatdice pools for the next scene.

    Failure: No progress is made toward completing the rite.Success: The ritualist makes progress toward binding the spirits into the painted glyphs. Five

    successes are required to affect each beneficiary, and a character may gain only one benefit of this rite fora time (see below).

    Exceptional Success: Not only is significant progress made, but each beneficiary of the ritereceives two of the benefits listed below, or a single benefit at double effectiveness.

    A werewolf who receives the blessing of this rite gains one of the following benefits (ritualistschoice):

    Onedot of Brawl, Weaponry or Firearms One dot of any Fighting Style Merit (the recipient does not need to meet any prerequisites of the Merit) One point of armor Three Specialties in Brawl, Weaponry and/or Firearms

    Skill dots and Fighting Style dots may be conferred only if the recipient has no dots in the givenSkill or Merit. The purpose of this rite is to give new cubs a fighting chance, not to empower already-

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    gifted warriors. Note that this restriction applies to specific Merits and Skills: a nuzusul with Firearms 3can still receive a dot in Brawl from this rite (assuming hes untrained in Brawl), and a character withFighting Style: Boxing 2 can still learn Fighting Style: Kung Fu through this rite. Specialties may begranted even in Skills the recipient has training in.

    The benefits of this rite last for one scene. If the painted glyphs are erased, the effect endsimmediately.

    Suggested ModifiersModifier Situation

    1 Each participant has more than two dots in Brawl, Firearms or Weaponry.+1 All participants are Blood Talons+1 The beneficiaries are nuzusul less than a month from their First Change.

    BLESSING OF THE SPIRIT HUNT )

    This rite stands as evidence of the Urathas millennia of conflict with the spirit world. The lore of

    the People states that this rite was first taught by Father Wolf himself, so that his half-flesh descendantscould hunt spirit prey alongside their Father and the Firstborn. The rite blesses the teeth and fangs of awerewolf, so that he can catch and rend an ephemeral spirit as if it were solid flesh. The ritemasterinvokes allied wolf-spirits or spirits closely allied to the brood of his totem, for few other spirits could becompelled to empower this rite.

    Performing the Rite: The ritemaster cuts either herself or her subject with a claw, and uses theblood to mark a glyph on the forehead and on the back of each hand. As she does so, she intones ablessing in the name of Father Wolf and the Firstborn. The bloodstained glyphs remain visible for theduration of the rites blessing, which may strike fear into any spirits who recognize them.

    Cost: 1 Essence

    Dice Pool: HarmonyAction: Instant

    Roll Results

    Dramatic Failure: The rite fails, and the Essence point is lost. The ritemaster cannot attempt toinvoke this rite again until the next night.

    Failure: The rite fails, and the Essence point is lost.Success: Either the ritemaster or the subject may pay the Essence point to invoke the blessing.

    The recipient of the rites blessing can physically touch or strike ephemeral spirits as if they were solid, aslong as he is using his natural weaponry. The blessing does not affect weapons. This rite can beperformed only on werewolf subjects; it cannot be used to bless a human, vampire or other supernatural

    being. The ritemaster may use this rite on herself. The blessings of this rite are not necessary forwerewolves to affect spirits while in the spirit world; a werewolf in the Shadow has transformed his fleshinto spirit matter, and is in the same state of being as the spirits that surround him.

    The blessing lasts for one scene.Exceptional Success: The blessing lasts until the next sunrise or sunset.

    CaIRN STONES, RITE OF THE )

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    How a culture treats its dead is always an important part of any society, and though Uratha are

    drawn from human cultures, the werewolves have their own customs for honoring the fallen. This rite

    allows a more personal remembrance around the burial site of a packmate, and is popular among the

    Forsaken of the British Isles for its poignant and solemn use as a grave marker.

    Performing the Rite: The packmembers cover the body of their dead friend with stones gathered

    from their hunting ground, and build a cairn over the werewolfs remains. If it is completely

    inappropriate to do so (such as if the packmate has already been buried in a graveyard or cremated and

    buried elsewhere), then each packmember places a single stone over the gravesite and pushes it into the

    soil.

    Each member then changes to wolf form and howls a single emotion to the night sky, perhaps

    sorrow, respect, love whichever the werewolf feels toward the departed packmate at the time. The

    ritemaster lets these howls fade into the air, then makes the roll as he howls himself, beseeching a spirit of

    memory to recall forever the cries of the bereaved.

    Cost: 1 EssenceDice Pool: Harmony (+1 for each additional howler after the ritemaster)

    Action: Instant

    Roll Results

    Dramatic Failure: The rite fails as the memory-spirit pays no attention, and the werewolf may

    never perform the ritual on the fallen again, though other ritemasters are free to make the attempt.

    Failure: The rite simply fails.

    Success: A memory-spirit hears the howls and promises to remember them for all time. In the

    Shadow around the grave, the distant sounds of howling will always be heard. Werewolves who listen

    carefully will be able to hear and recognize the emotions that drove those howls, and will certainly

    understand the howl calling for remembrance at the death of a packmate.

    Exceptional Success: As with a success, though on the anniversary of the werewolfs death, the

    howls can be heard faintly across the Gauntlet in the physical world.

    CaLL GaFFLING )

    This ancient ritual and its brother rite, Call Jaggling, are the core of relations between spirits andwerewolves. Though the Uratha face great animosity from the spirit broods, the ancient