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Werewolf: The Forsaken - Blank It

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154<br />

Chapter II: Character<br />

animals (though there are likely other rituals and Gifts<br />

that do summon animals).<br />

Performing the Rite: <strong>The</strong> ritualist marks a specific<br />

location and remains close to that spot throughout the<br />

performance. He must provide “mortals’ chiminage”: objects<br />

considered to be alluring to the local mortal population.<br />

This can range from a case of beer and a pornographic<br />

DVD to a gold necklace. <strong>The</strong> ritualist performs a howl of<br />

summons while moving counterclockwise around the chiminage.<br />

Once the rite has been initiated, the ritualist and<br />

any packmates nearby must emit a further howl of summons<br />

roughly every five minutes until the rite’s subject arrives.<br />

Dice Pool: Harmony versus subject’s Resolve<br />

Action: Extended and contested (30 successes; each roll<br />

represents one minute); resistance is reflexive and unconscious<br />

Roll Results<br />

Dramatic Failure: All successes are lost. <strong>The</strong> ritual<br />

runs the risk of inadvertently summoning something<br />

powerful and hostile — and not necessarily human (at the<br />

Storyteller’s discretion). A dramatic failure for the human<br />

indicates that he responds immediately.<br />

Failure: No successes are added.<br />

Success: <strong>The</strong> human feels an irresistible compulsion to<br />

travel to the ritemaster’s location. <strong>The</strong> compulsion is even<br />

enough to wake that mortal out of a sound sleep. (In fact,<br />

it’s somewhat easier to use this rite on a sleeping human,<br />

who might believe that he’s dreaming.) <strong>The</strong> mortal enters<br />

something of a fugue state; he retains some self-awareness,<br />

but is strangely unaware of his surroundings, drawn for no<br />

obvious reason to the ritemaster’s location. <strong>The</strong> subject<br />

receives a general idea of the distance to the werewolf, as<br />

well as the direction. He travels to the werewolf’s location<br />

as quickly as he can easily manage. If he owns a car he uses<br />

it, but the rite doesn’t compel the subject to empty a savings<br />

account in order to buy a new car to traverse the distance.<br />

Whether the target obeys the compulsion depends<br />

on his strength of will. Contested and extended rolls are<br />

made throughout the subject’s summons, with arrival<br />

decided by the winner. <strong>The</strong> human doesn’t show up until<br />

the werewolf wins, or the subject returns to his previous<br />

activity and environment if he wins, all the while unconscious<br />

of where he’s going, and why.<br />

If it takes the mortal more than an hour to reach the<br />

ritualist, the magic of the rite breaks down. <strong>The</strong> subject of<br />

the rite no longer feels any compulsion to find the ritualist<br />

(although simple monkey curiosity might drive some<br />

humans to figure out what was going on).<br />

Exceptional Success: Considerable progress is made<br />

toward summoning or defying the summons.<br />

Suggested Modifiers<br />

Modifier Situation<br />

+2 Subject is asleep<br />

+2 Subject is wolf-blooded<br />

Cleansed Blood (••)<br />

Werewolves possess the uncanny ability to track<br />

anyone whose blood they have tasted — a trait that some of<br />

their enemies share. This rite of purification is particularly<br />

sought after by werewolves who know they have enemies<br />

among the People. By enacting this rite, a werewolf can lose<br />

a spiritual trail, perhaps to turn the tables on her hunter.<br />

Performing the Rite: This rite must be performed on<br />

the shore of running water of some kind — a creek, river<br />

or even a partly full drainage ditch. <strong>The</strong> subject of the rite<br />

can be human, werewolf or another creature, and need not<br />

be present for the performance. <strong>The</strong> ritualist takes a handful<br />

of fur, hair or feathers from the subject, as well as a few<br />

ounces of the subject’s blood. <strong>The</strong>se two things are mixed<br />

together with water from the source while the ritualist<br />

utters a low chant. <strong>The</strong> chant continues as the ritualist<br />

pours the mixture into the stream, completing the rite.<br />

<strong>The</strong> ritemaster may choose herself as the subject.<br />

Dice Pool: Harmony<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> rite fails. <strong>The</strong> ritemaster may<br />

not try to cleanse that subject’s trail again for a full week.<br />

Failure: <strong>The</strong> rite fails.<br />

Success: Success means that any creature who could<br />

track the subject by the taste of her blood loses that taste.<br />

Cleansed Blood doesn’t render its subject immune to normal<br />

tracking by scent or talent (see p. 178). After this rite<br />

is performed, the subject’s scent can be re-acquired by any<br />

werewolf who tastes her blood.<br />

Exceptional Success: <strong>The</strong> subject’s physical scent fades<br />

slightly as well. Any attempts made to track the subject by<br />

mundane scent suffer a –1 penalty for the duration of the scene.<br />

Suggested Modifiers<br />

Modifier Situation<br />

–1 Rite’s subject is human<br />

–1 For each full moon that has passed since the<br />

subject’s scent was taken<br />

–2 Rite’s subject is a prey animal (herbivore)<br />

Fortify the Border Marches (••)<br />

In the most ancient days, werewolves prowled the<br />

Border Marches between the spirit and physical worlds.<br />

<strong>The</strong> get of Father Wolf couldn’t be everywhere at once,<br />

of course, so in some cases they built walls — or bound<br />

humans or spirits to the task of building walls along the<br />

Border Marches. <strong>The</strong> rituals used to bind spirits and men<br />

to this task failed after the death of Father Wolf. <strong>The</strong><br />

Border Marches became the Gauntlet. <strong>Forsaken</strong> <strong>It</strong>haeur<br />

roamed the spirit world for years after that, looking for a<br />

way to affect the Gauntlet within their own territories.<br />

Eventually, they came to an agreement with the spiderspirits<br />

that skitter along the Gauntlet itself.<br />

Performing the Rite: This rite mimics the ability of<br />

the Azlu to affect the Gauntlet, though to lesser effect. <strong>The</strong>

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