Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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