Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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Failure: No successes are gained.<br />
Success: Successes are gained toward the required<br />
total. If they’re all gained, the human is bound temporarily.<br />
<strong>The</strong> first time the mortal attempts to pass, a Resolve + Occult<br />
roll is made at a penalty equal to half the ritemaster’s<br />
Harmony (rounded up). One die is added to this roll for<br />
ghouls and other supernatural humans. Mages may add<br />
their appropriate resistance trait as usual. Vampires, Ridden<br />
and other supernatural creatures that are no longer human<br />
are immune to the rite’s effects. <strong>The</strong> roll made for the human<br />
may gain one to three dice if the stated terms of passing<br />
are directly against the mortal’s moral code, although<br />
no dice are gained if the terms are merely unpleasant. “You<br />
may not leave until you have deleted all the files you possess<br />
that mention us, from whatever secure location they might<br />
be” provides no bonus dice, while “You may not leave until<br />
you kill your infant son” does. If the roll for the mortal succeeds,<br />
he’s free. Otherwise he cannot try to escape again for<br />
another hour (and he can try again every hour after that, if<br />
he keeps failing). When the mortal tries again, he receives<br />
a cumulative –1 penalty for every attempt after the first<br />
(though this penalty can never exceed –5).<br />
A binding typically lasts for 24 hours, although Essence<br />
may be spent for the ritemaster to increase the duration.<br />
Each point increases the binding’s duration for another 24<br />
hours. <strong>The</strong> ritemaster may dismiss the binding as an instant<br />
action by erasing a portion of the boundary with a claw.<br />
Exceptional Success: Considerable successes are gained.<br />
If 25+ are rolled, the binding lasts an additional four hours.<br />
Bind Spirit (•••)<br />
This ancient ritual, like many other common Uratha<br />
rites, is attributed to the time of Father Wolf. <strong>It</strong> allows a<br />
werewolf to bind a spirit to a single location or to prevent<br />
a particular spirit from entering a single location. Bind<br />
Spirit is very common; most experienced <strong>It</strong>haeur know a<br />
variation of it. This same rite can be used to bind a spirit<br />
into a particular part of the Shadow or the physical world.<br />
As a result, the spirit cannot leave its immediate area, not<br />
even to cross the Gauntlet. Werewolves who know this<br />
rite can use it in a preparatory fashion for a spirit they<br />
haven’t yet summoned into the physical world, or against a<br />
spirit already manifest in the real world or against a spirit<br />
in the Shadow if the ritualist is already in the spirit world.<br />
<strong>The</strong> ritualist must provide for a single means of escape<br />
from the bond, and he must express that means to at least<br />
two others — neither of whom have to be the bound spirit.<br />
<strong>The</strong> means of escape can be all but impossible, but it cannot<br />
be a true logical impossibility. Frequently, the means of<br />
escape is phrased as, “Once you perform the following task<br />
to the best of your ability, you will be free…” (e.g., “Once<br />
you successfully teach me the following Gift…”).<br />
Performing the Rite: Werewolves know dozens of<br />
variations on this rite, and most experienced <strong>It</strong>haeur create<br />
their own versions, which they then pass on to students.<br />
<strong>The</strong> most common version — not an ancient one, but one<br />
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