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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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