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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

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