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Werewolf: The Forsaken - Blank It

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148<br />

Chapter II: Character<br />

are spent near or with a ritemaster, or he spends time learning<br />

how to strike pacts with spirits as achieved through rote<br />

performances and services. Or, the Storyteller could agree<br />

that your character acquires awareness of such rites in the<br />

downtime of the first days and weeks of your chronicle.<br />

One dot in Rituals grants your character a single a onedot<br />

rite, as chosen from those listed here. More one-dot rites<br />

can be learned during play through the expenditure of experience<br />

points (see p. 247). Your character can know as many<br />

rites as you like, provided you have the required experience<br />

to spend. He cannot, however, know rites with a dot rating<br />

that exceeds his Rituals rating. So, with Rituals •, he cannot<br />

know any two-dot through five-dot rites.<br />

More dots in Rituals can be acquired through play<br />

with experience as if the Rituals trait was a Gift list with<br />

which your character has affinity. New dots are acquired at<br />

a cost of new dots times five (see p. 247). If your character<br />

doesn’t acquire the Rituals trait at character creation, it<br />

can be purchased during the course of the chronicle. Rituals<br />

is considered an “affinity” for all Uratha, so new dots<br />

times five is always spent to increase it with experience<br />

points. Unlike actual Gift lists, your dots in Rituals are<br />

not limited by your Renown. You don’t have to impress the<br />

spirits in order to learn the skills of a ritemaster.<br />

With more dots in the Rituals trait, your character can<br />

learn increasingly powerful rites. Remember, however, that<br />

he can have only one dot of Rituals at character creation.<br />

(Furthermore, only your free pick of Gift can be traded for<br />

Rituals. A tribe-, auspice- or general-affiliation pick — the<br />

last for the tribeless Ghost Wolves — cannot be traded.)<br />

Each time your character acquires a new dot in Rituals,<br />

he gains a new rite of the same value. So, acquiring<br />

Rituals ••• grants him a free three-dot rite.<br />

RITE DESCRIPTIONS<br />

Every rite description comes in three parts: a general<br />

discussion of the performance’s purpose and history (if<br />

known), how the rite is actually performed and the game<br />

mechanics. Most rites have no cost in Essence or Willpower;<br />

for those that do, any invested points are lost if the<br />

rite is disrupted before completion.<br />

Although rites are often very formal in nature, they<br />

are never considered rote actions. Rites that take more<br />

than an instant action to perform may be disrupted. A rite<br />

fails automatically if the practicing werewolf is paralyzed,<br />

grappled, rendered mute or otherwise sufficiently hindered<br />

to break the flow of the performance. Each point of damage<br />

suffered in a turn during the performance of a rite is<br />

a penalty to the next casting roll made. Other factors can<br />

also influence attempts at instant or extended actions.<br />

Teamwork (World of Darkness Rulebook, p. 134) is<br />

possible in performing an extended rite, but only if the assistants<br />

also know the rite in question. Teamwork isn’t possible<br />

on a rite that takes only an instant action. Harmony is<br />

rolled for assistants, with all the relevant modifiers, and successes<br />

achieved for them are added to (or penalties caused

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