Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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spirits as if they were solid, as long as he is using his natural<br />
weaponry. <strong>The</strong> blessing does not affect weapons. This<br />
rite can be performed only on werewolf subjects; it cannot<br />
be used to bless a human, vampire or other supernatural<br />
being. <strong>The</strong> ritemaster may use this rite on herself.<br />
<strong>The</strong> blessings of this rite are not necessary for werewolves<br />
to affect spirits while in the spirit world; a werewolf<br />
in the Shadow has transformed his flesh into spirit matter,<br />
and is in the same state of being as the spirits that surround<br />
him.<br />
<strong>The</strong> blessing lasts for one scene.<br />
Exceptional Success: <strong>The</strong> blessing lasts until the<br />
next sunrise or sunset.<br />
Call Gaffling (••)<br />
This ancient ritual and its brother rite, Call Jaggling,<br />
are the core of relations between spirits and werewolves.<br />
Though the Uratha face great animosity from the spirit<br />
broods, the ancient pacts forged before history began<br />
still hold. Most spirits still adhere to a series of bans that<br />
require them to obey the summons of a werewolf who performs<br />
the proper rites. <strong>The</strong> power of ritual to compel them<br />
is written on their very being.<br />
<strong>The</strong> Gaffling is the lowest rank of spirit, and the most<br />
commonly found in the natural world (and the Shadow).<br />
Like most spirits, Gafflings are generally unfriendly toward<br />
the <strong>Forsaken</strong> and Pure Tribes. <strong>The</strong> summoned spirit is<br />
under no compulsion to cooperate, and most choose not<br />
to unless offered delightfully appropriate chiminage and/or<br />
the threat of binding. And yet, Gafflings, like all spirits,<br />
are aware of a werewolf’s Renown and are more likely to<br />
respond well to an accomplished Uratha than to a cub.<br />
Performing the Rite: This rite is relatively simple. <strong>The</strong><br />
werewolf marks out a sacred circle and sits in the middle.<br />
She consumes a small amount of reality-expanding natural<br />
substance — a hallucinogen, stimulant or depressant, as<br />
per the ritualist’s traditions. She then places a few hundred<br />
grams of chiminage on the ground before her. While this is<br />
most often food of some kind appropriate to the spirit’s type,<br />
it can also be precious metal, gems or another substance.<br />
<strong>The</strong> greater the value of the chiminage, the more likely the<br />
Gaffling is to cooperate with the werewolf’s request.<br />
<strong>The</strong> chiminage may be burned, buried or doused with<br />
water in order to bring it to the spirits’ attention. <strong>The</strong> ritualist<br />
then performs a howl of summons. A single Gaffling<br />
of the chosen type arrives within several minutes of the<br />
beginning of the rite if all goes well.<br />
Dice Pool: Harmony versus the spirit’s Resistance<br />
(see below)<br />
Action: Extended (40 successes needed; each roll<br />
represents one minute); potentially contested<br />
Roll Results<br />
Dramatic Failure: All accumulated successes are lost;<br />
the ritemaster must begin again.<br />
Failure: No successes are added.<br />
Success: Most Gafflings come automatically once the<br />
required successes are gathered. A Gaffling with an<br />
important duty that it knows it will be punished for<br />
shirking may attempt to resist the call. In that case, the<br />
Gaffling’s Resistance is rolled to fight the summons. <strong>The</strong><br />
ritual becomes an extended and contested action. Each<br />
side accumulates successes, and the first to gather 40 wins.<br />
In the spirit’s case, it refuses the summons and another<br />
might respond in its place or the werewolf beckons none.<br />
In the werewolf’s case, the spirit responds normally.<br />
Once the spirit has been summoned, the ritualist must<br />
either bargain with the Gaffling for its services or bind it.<br />
Exceptional Success: Several successes are gained. In<br />
an extended and contested action, the opponent suffers a –1<br />
penalty to all subsequent rolls. This penalty is cumulative if<br />
one side achieves more than one exceptional success.<br />
Suggested Modifiers<br />
Modifier Situation<br />
+2 Chiminage is very valuable to the spirit<br />
+1 Spirit is particularly disposed toward ritemaster’s<br />
tribe or auspice (an Elunim answering an Elodoth’s<br />
rite, a war-spirit answering a Rahu’s rite)<br />
+1 Chiminage is particularly valuable to the spirit<br />
+1 or more <strong>The</strong> werewolf outranks the spirit*<br />
–1 Attempting to summon a specific individual spirit<br />
–3 Attempting to summon a specific individual spirit<br />
from one mile away<br />
–5 Attempting to summon a specific individual spirit<br />
from 10 miles away<br />
*<strong>The</strong> werewolf’s honorary Rank as determined by total<br />
Renown (see p. 272) is compared to the Rank of the spirit<br />
summoned. If the werewolf outranks the spirit, the Harmony<br />
roll for the ritemaster gains a bonus equal to the difference.<br />
If a werewolf with a total of 13 Renown (equivalent to Rank<br />
3) calls a lesser Gaffling (Rank 1), rolls made for the werewolf<br />
receive a +2 bonus. If the werewolf’s honorary Rank is less<br />
than the spirit’s Rank, the roll made for the ritemaster suffers<br />
a penalty equal to the difference.<br />
Call Human (••)<br />
This rite dates back to the illegitimate kingdoms ruled<br />
by the Uratha in prehistory. A werewolf might need some<br />
spare physical labor and use this rite to conjure it up. A ritualist<br />
might use this rite repeatedly over a span of weeks to<br />
spread his seed among the women of a small town. <strong>The</strong> Call<br />
Human rite is rarely used for ethical reasons these days, and<br />
many <strong>Forsaken</strong> find its practice disgusting.<br />
This ritual allows a werewolf to summon the nearest<br />
mortal human within five miles. <strong>The</strong> rite works only in<br />
the physical world. <strong>The</strong> ritualist cannot choose a specific<br />
mortal. Instead, the nearest mortal human feels a compulsion<br />
to travel to the ritualist’s current location.<br />
<strong>The</strong> rite doesn’t summon werewolves or other supernatural<br />
entities such as mages, ghouls and vampires. <strong>It</strong><br />
may, however, call a person with the blood of the wolf (in<br />
fact, the wolf-blooded are even more susceptible to it than<br />
ordinary people are). <strong>It</strong> doesn’t summon wolves or other<br />
Rites<br />
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