Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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.