Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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158<br />
Chapter II: Character<br />
that has become quite popular in the last few decades — requires<br />
the ritualist to draw a chalk circle around the fringes<br />
of a room or glade before summoning the spirit. Creating<br />
the circle requires 20 successes on an extended Intelligence<br />
+ Occult roll. Each roll represents one minute of work. <strong>The</strong><br />
circle is marked with dozens of Uratha claw-sigils, and a<br />
complex half-howling chant is performed before the spirit<br />
is summoned. Once the spirit has been summoned into the<br />
circle (via an appropriate rite, such as Summon Gaffling),<br />
the werewolf must complete the last notes of the howl<br />
before the spirit realizes what is going on and escapes.<br />
To bind a spirit that is already present, the ritualist<br />
may be able to complete the aforementioned circle in secret.<br />
For example, a particularly clever werewolf might be able to<br />
convince a night-spirit that the circle he is drawing represents<br />
the spirit’s “star chart.” If that cannot be done — it isn’t likely,<br />
Luna knows — he must somehow wrap the rite’s subject three<br />
times in silvered thread (which is impossible to do in the material<br />
world) and then perform the aforementioned chant. That<br />
silvered thread can easily be broken until the third loop is complete.<br />
After that, it cannot be broken at all unless the ritualist<br />
makes a mistake in the chant. In the physical world, a spirit<br />
may be encircled by physically holding its host on the spot.<br />
This rite doesn’t work on ghosts.<br />
Dice Pool: Harmony versus spirit’s Resistance<br />
Action: Instant (once circle has been prepared)<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> binding circle or silver thread<br />
is broken, and the spirit gains an extra point of Resistance<br />
for the duration of the scene.<br />
Failure: An equal number or the most successes are<br />
rolled for the spirit. <strong>The</strong> binding circle or silver thread is<br />
broken, and the spirit may escape.<br />
Success: <strong>The</strong> most successes are rolled for the ritemaster.<br />
<strong>The</strong> spirit is successfully bound and cannot break<br />
free except under a few circumstances:<br />
• If the ritualist that binds the spirit releases it with<br />
the phrase, “I release you” or its equivalent.<br />
• If the binding circle is broken or the silver thread is<br />
snapped by an outside force.<br />
• <strong>The</strong> ritemaster must designate one other way that the<br />
spirit can be freed, and he must express this method to at<br />
least two other entities within an hour of the spirit’s binding.<br />
One of those two may be the spirit, but it doesn’t have to be.<br />
Exceptional Success: <strong>The</strong> most successes — five or<br />
more — are rolled for the ritemaster. <strong>The</strong> werewolf may<br />
choose to strip a point of Essence from the spirit and use it<br />
to refresh a spent point of Essence of his own.<br />
Suggested Modifiers<br />
Modifier Situation<br />
+1 or more <strong>The</strong> werewolf outranks the spirit*<br />
–1 or more <strong>The</strong> spirit outranks the werewolf*<br />
*<strong>The</strong> werewolf’s honorary Rank as determined by total<br />
Renown (see p. 272) is compared to the Rank of the spirit<br />
summoned. If the werewolf outranks the spirit, the Harmony<br />
roll for the ritemaster gains a bonus equal to the difference.<br />
If a werewolf with a total of 13 Renown (equivalent to Rank<br />
3) calls a lesser Gaffling (Rank 1), rolls made for the werewolf<br />
receive a two-die bonus. If the werewolf’s honorary Rank is<br />
less than the spirit’s Rank, the roll made for the ritemaster<br />
suffers a penalty equal to the difference.<br />
Call Jaggling (•••)<br />
This rite is a more powerful version of Call Gaffling.<br />
Jagglings are more independent and powerful spirits than<br />
Gafflings, and are more likely to resist the sweet summons of<br />
chiminage. And yet, a Jaggling servant — even a temporary<br />
one — is a valuable tool for any werewolf, so this ritual is a<br />
valued tool among <strong>It</strong>haeur. Jagglings are even less likely to be<br />
sympathetic to an Uratha summons than Gafflings are, and<br />
the wise werewolf is especially cautious when summoning.<br />
Jagglings are likely to treat a werewolf of low Renown (highest<br />
trait rated 1 or 2) with open contempt, while they respond<br />
more favorably to a more accomplished werewolf.<br />
Performing the Rite: This rite is very similar to Call<br />
Gaffling, but the ritualist must provide richer chiminage,<br />
and his howl of summons must be customized to the type<br />
of Jaggling he wishes to summon. A common howl of summoning<br />
doesn’t suffice. If the werewolf wants a stag-spirit,<br />
he must howl a specific call to the Children of Stag. <strong>The</strong><br />
rite takes around several minutes to perform.<br />
Dice Pool: Harmony (versus spirit’s Resistance)<br />
Action: Extended (50 successes needed; each roll<br />
represents one minute); potentially contested<br />
Roll Results<br />
Dramatic Failure: All accumulated successes are lost;<br />
the ritemaster must begin again.<br />
Failure: No successes are added.<br />
Success: Most Jagglings come automatically once the<br />
required successes are gathered. A Jaggling with an important<br />
duty may attempt to resist the call. In that case, the<br />
Jaggling’s Resistance is rolled to fight the summons. <strong>The</strong><br />
ritual becomes an extended and contested action. Each<br />
side accumulates successes and the first to gather 50 wins.<br />
In the spirit’s case, it refuses the summons and another<br />
may respond in its place or the werewolf beckons none. In<br />
the werewolf’s case, the spirit responds normally.<br />
Once the spirit has been summoned, the ritualist<br />
must bargain for its services or bind it.<br />
Exceptional Success: Several successes are gained. In<br />
an extended and contested action, the opponent suffers a –1<br />
penalty to all subsequent rolls. This penalty is cumulative if<br />
one side achieves more than one exceptional success.<br />
Suggested Modifiers<br />
Modifier Situation<br />
+2 Chiminage is very valuable to the spirit<br />
+1 or more <strong>The</strong> werewolf outranks the spirit*<br />
+1 Chiminage is particularly valuable to the spirit<br />
+1 Spirit is particularly disposed toward the<br />
ritemaster’s tribe or auspice (a metal-spirit