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Werewolf: The Forsaken - Blank It

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156<br />

Chapter II: Character<br />

respond (represented by turning his back on the ritualist),<br />

but that response isn’t required or magically imposed.<br />

Dice Pool: Harmony<br />

Action: Extended (10 successes per Rank of the spirit;<br />

each roll represents one minute)<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> rite fails immediately and the<br />

subject is likely further offended.<br />

Failure: No successes are gained.<br />

Success: Successes are accumulated. If the required<br />

number is gathered, the rite has no game-mechanical<br />

function. <strong>It</strong> serves purely as a way to apologize profusely<br />

and at length. Spirits who receive the Rite of Contrition<br />

tend to be less ill inclined toward a werewolf who performs<br />

it. If the performer currently suffers from Social dice-pool<br />

penalties when dealing with the rite’s subject, the rite may<br />

reduce those penalties by a die or two.<br />

Exceptional Success: Numerous successes are accumulated.<br />

If five or more are gained than needed, the rite is<br />

particularly well performed, which may hasten the spirit’s<br />

forgiveness. <strong>The</strong> ritualist could gain a +1 bonus to Social<br />

rolls in regard to the subject for a month.<br />

Rite of Dormancy (••)<br />

<strong>The</strong> Rite of Dormancy allows a pack to leave a locus<br />

they’ve claimed for a short time without worrying that it<br />

might be discovered or stolen by a rival pack or by other<br />

creatures that haunt the night. <strong>The</strong> rite causes a locus to<br />

“sleep,” greatly reducing its flow of Essence and making it<br />

much harder to find. This rite compels the intercession of<br />

spirits that represent a long sleep, such as bear-spirits or others<br />

in their sleepy late autumn incarnation. <strong>The</strong> rite is best<br />

performed only on loci that the pack can control; although it<br />

could technically be used to temporarily shut down loci outside<br />

their territory, the local spirits who use the locus are likely<br />

to reactivate it almost immediately after the pack leaves.<br />

Performing the Rite: <strong>The</strong> ritualist begins by invoking<br />

the appropriate spirits, who congregate around the<br />

locus’ spirit reflection. He chants in the First Tongue in a<br />

low, monotone growl and anoints the locus’ physical form<br />

with the juice of crushed evergreen needles, pure water or<br />

some other substance meant to obscure scent.<br />

Dice Pool: Harmony<br />

Action: Extended (10 successes per dot of locus rating;<br />

each roll represents one minute)<br />

Roll Results<br />

Dramatic Failure: All successes are lost, and the<br />

locus remains active. <strong>The</strong> rite cannot be attempted again<br />

for 24 hours.<br />

Failure: No successes are added.<br />

Success: Some successes are gained. If the required<br />

number is accumulated, the locus goes dormant for a period<br />

of no more than one lunar month. When a locus is dormant,<br />

any attempt to find it mystically suffers a –4 penalty.<br />

<strong>The</strong> locus cannot be tapped for Essence while it’s dormant,<br />

nor does it grant its ambient Essence bonus to anyone<br />

within its area of influence. A werewolf or spirit who finds<br />

the dormant locus can revive it with an offering of one Essence<br />

point, in a sense “priming the pump.”<br />

Exceptional Success: Considerable successes are<br />

gained. If five or more successes are gathered than needed,<br />

the duration of the locus’ dormancy can be extended by<br />

an additional lunar month.<br />

Bind Human (•••)<br />

<strong>The</strong>re are two main functions to this rite: to secure a<br />

location against unwanted human intrusion and to bind a<br />

human to a particular location. Neither variant ritual is entirely<br />

foolproof even against a human who knows no magic.<br />

Humans aren’t bound by bans as spirits are, and their actions<br />

simply cannot be as constrained as spirits’ can be.<br />

When this rite is used to bind a person to a given location,<br />

the ritemaster must provide for a single means of escape from<br />

the bond, and he must express that means to at least two others<br />

— neither of whom have to be the bound mortal. <strong>The</strong> means of<br />

escape can be all but impossible, but it cannot be a true logical<br />

impossibility. Usually, the means of escape is phrased as, “Once<br />

you have accomplished this task for me, you may depart.”<br />

When used to secure a location against mortal intrusion,<br />

no “password” is required, although the ritemaster may<br />

choose to nominate a specific action that allows a human to<br />

pass through normally. For example, a werewolf might set up a<br />

ward that bars all humans save those who carry a crow feather<br />

somewhere on their person, and then gives a crow feather to his<br />

wolf-blooded lover in the event that she needs to reach him.<br />

<strong>The</strong> ward isn’t directly evident save when a human<br />

attempts to cross it. <strong>The</strong> human feels a faint nausea, a<br />

headache, a sense of vertigo or even a combination of such<br />

unpleasant sensations. <strong>The</strong> subject is unable to step beyond<br />

the area unless he successfully resists the ward’s effects.<br />

Performing the Rite: To secure an area against<br />

mortal intrusion, the werewolf takes a form that has claws<br />

and uses them to draw a series of sigils (using a muddy<br />

mixture of water and ash) on every path of entry into the<br />

area. In a built structure, this includes doors and windows.<br />

Outdoors, the sigils are repeated every few meters to form<br />

a rough boundary around the area.<br />

To keep a mortal bound in an area, the werewolf uses<br />

his claws and a muddy mixture of earth and water, but this<br />

time he must clearly mark out the precise boundaries of<br />

the area, putting the sigils on the inside of the boundary.<br />

In either case, the affected area cannot be larger than a<br />

radius of 50 yards. A werewolf may typically use this ritual to<br />

bind a human inside a house or within a campsite, or to ward<br />

a small building. This ritual takes an hour to complete.<br />

Dice Pool: Harmony<br />

Action: Extended (20 successes; each roll represents<br />

10 minutes)<br />

Roll Results<br />

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

cannot be attempted again for 24 hours.

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