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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

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