Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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152<br />
Chapter II: Character<br />
proving that he’s claimed the right to greater standing among<br />
his people and the spirits. Traditionally, a werewolf must<br />
perform this rite for another. <strong>It</strong>’s generally considered too<br />
proud and crass to perform it for oneself, though some Ghost<br />
Wolves have little alternative.<br />
Performing the Rite: <strong>The</strong> ritualist intones a chant<br />
honoring the subject’s strength and wisdom. <strong>The</strong> exact<br />
wording of the chant may be poetic or modern, depending<br />
on the ritemaster’s talents, but it must be respectful. As he<br />
continues the chant, the ritemaster runs her nails (or claws,<br />
if in Dalu form) in ritual patterns across the skin of the subject.<br />
As the rite continues, the patterns begin to glow with<br />
silver light and take on the form of spirit brands.<br />
Dice Pool: Harmony<br />
Action: Extended (15 successes; each roll represents<br />
one minute of effort)<br />
Roll Results<br />
Dramatic Failure: All successes are lost, and the<br />
ritemaster must begin anew. This failure to properly honor<br />
the rite’s subject is seen as shameful.<br />
Failure: No successes are gained.<br />
Success: <strong>The</strong> successes are added to the total. If the<br />
total reaches 15+ successes, the brands blaze into being<br />
and then fade to the proper state (to invisibility if the rite<br />
took place in the physical world).<br />
Exceptional Success: <strong>The</strong> successes are added to the<br />
total. If the total reaches 20+ successes, the brands are<br />
slower to fade. <strong>The</strong> subject gains a +1 to all Social rolls<br />
made to influence spirits for the duration of the scene.<br />
Banish Spirit (••)<br />
This rite returns a wayward spirit from the physical<br />
world to the spirit world. In the First Times, the children<br />
of Father Wolf used this ritual to force spirits to travel<br />
back past the Border Marches. After the Fall, things got<br />
easier, in a way. No longer did a werewolf need to force a<br />
spirit to the Border Marches and then banish it. Instead,<br />
she could simply force the spirit through the Gauntlet<br />
and into the Hisil. Unfortunately, this is something of a<br />
brute-force ritual. Being shoved through the Gauntlet can<br />
be damaging to spirits, who resent having this rite used<br />
on them. Most spirits would prefer to leave of their own<br />
volition, perhaps after being plied with chiminage or the<br />
promise of favors. On the other hand, the pain this ritual<br />
inflicts on a wayward spirit makes it a good stick to have<br />
around if the carrot of chiminage proves insufficient.<br />
Performing the Rite: <strong>The</strong> targeted spirit must be<br />
bound with the Bind Spirit rite or by physically preventing<br />
its host from moving more than a meter or two in<br />
any direction. <strong>The</strong> ritualist approaches the bound spirit<br />
and performs a brief snarl of exile and refusal, complete<br />
with similar gestures. <strong>The</strong> ritualist then slowly circles the<br />
bound spirit counterclockwise, and sprinkles it with salt<br />
water from each of the four cardinal directions.<br />
<strong>The</strong> key of the ritual is the five-time repetition of the<br />
First Tongue phrase, “I banish you from this realm,” Galer<br />
za da sar. <strong>The</strong> ritualist doesn’t have to repeat the phrase<br />
five times in a row. He may sprinkle it throughout the<br />
performance, but the ritual isn’t complete until the phrase<br />
is said for a fifth time.<br />
Dice Pool: Harmony versus the subject’s Resistance<br />
Action: Contested and extended (10 successes; each<br />
roll requires a minute’s time)<br />
<strong>The</strong> first competitor to accumulate the required successes<br />
wins, either to be banished to the spirit world or to<br />
refuse to go. If the spirit wins, no attempt to banish it can<br />
be made again by any werewolf for 24 hours.<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> rite or resistance fails outright<br />
and all accumulated successes are lost. Either the werewolf<br />
cannot attempt to use this rite against the given spirit for a lunar<br />
month, or the spirit leaves for the spirit wilds immediately.<br />
Failure: No successes are accumulated at this stage of<br />
the contest.<br />
Success: Successes are accumulated toward the total<br />
required. If the total reaches 10+ successes, the spirit<br />
is banished from the physical world and appears in the<br />
Shadow Realm.<br />
Exceptional Success: Tremendous progress is made or<br />
resistance is shown.<br />
Blessing of the Spirit Hunt (••)<br />
This rite stands as evidence of the Uratha’s millennia<br />
of conflict with the spirit world. <strong>The</strong> lore of the People<br />
states that this rite was first taught by Father Wolf himself,<br />
so that his half-flesh descendants could hunt spirit prey<br />
alongside their Father and the Firstborn. <strong>The</strong> rite blesses<br />
the teeth and fangs of a werewolf, so that he can catch<br />
and rend an ephemeral spirit as if it were solid flesh. <strong>The</strong><br />
ritemaster invokes allied wolf-spirits or spirits closely allied<br />
to the brood of his totem, for few other spirits could be<br />
compelled to empower this rite.<br />
Performing the Rite: <strong>The</strong> ritemaster cuts either herself<br />
or her subject with a claw, and uses the blood to mark<br />
a glyph on the forehead and on the back of each hand. As<br />
she does so, she intones a blessing in the name of Father<br />
Wolf and the Firstborn. <strong>The</strong> bloodstained glyphs remain<br />
visible for the duration of the rite’s blessing, which may<br />
strike fear into any spirits who recognize them.<br />
Cost: 1 Essence<br />
Dice Pool: Harmony<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> rite fails, and the Essence<br />
point is lost. <strong>The</strong> ritemaster cannot attempt to invoke this<br />
rite again until the next night.<br />
Failure: <strong>The</strong> rite fails, and the Essence point is lost.<br />
Success: Either the ritemaster or the subject may pay<br />
the Essence point to invoke the blessing. <strong>The</strong> recipient of<br />
the rite’s blessing can physically touch or strike ephemeral