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Werewolf: The Forsaken - Blank It

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waits a certain amount of time (as much as an hour), and<br />

then the pack takes off on the hunt.<br />

<strong>The</strong> spirit quarry is rarely a willing volunteer — yet<br />

the terms of the Sacred Hunt leave it with a measure of<br />

protection. <strong>The</strong> werewolf pack will feed on its Essence, yet<br />

it receives the promise that it will survive the experience<br />

somehow .Thus, the spirit is compelled to abide by the<br />

terms of the hunt. <strong>The</strong> spirit flees, uses guile and possibly<br />

even fights back, but it doesn’t leave the werewolves’<br />

territory (or its spirit reflection) before the sun comes up,<br />

and it doesn’t use Numina that cost Essence to activate.<br />

<strong>It</strong> doesn’t seek the help of other spirits in the vicinity, nor<br />

do observing spirits aid either party. Tracking the spirit<br />

through the Shadow is handled the same way tracking any<br />

other spirit would be.<br />

If the rite takes place in the physical world, the pack<br />

must usually perform the Blessing of the Spirit Hunt (p.<br />

152) before beginning the Sacred Hunt. Some spirits may<br />

seek out a suitable vessel in the material world (possibly<br />

an animal of its type, but just as likely a human being if<br />

the pack’s territory is urban) and ride it, bringing with it a<br />

measure of Essence from the Shadow Realm. However, the<br />

spirit that does this is violating the terms of the Hunt, and<br />

receives no guarantee of survival at hunt’s end.<br />

Once the spirit has been caught, the werewolves are<br />

able to devour its Essence much as another spirit would.<br />

However, they are bound by tradition to leave the spirit a<br />

small bit of Essence before it is torn apart, so that it may<br />

re-form later as a reward for participating in the hunt.<br />

<strong>The</strong> hunt is sacred, after all, and werewolves are bound to<br />

respect their prey’s sacrifice.<br />

Performing the Rite: <strong>The</strong> ritemaster either draws<br />

a map or marks out a section of a map to represent the<br />

boundary of the hunting ground to which the spirit is<br />

bound. (This hunting ground can be no smaller than the<br />

entirety of the pack’s territory, but it can be much larger if<br />

the ritemaster wishes.) He then burns the map while offering<br />

chiminage appropriate to the type of spirit summoned.<br />

Meanwhile, packmates howl out a reminder of the ancient<br />

pact that binds lesser spirits to take part.<br />

Only one hunt can be performed by a pack or any of<br />

its members per night.<br />

Dice Pool: Harmony<br />

Action: Extended (10 successes; each roll represents<br />

one minute) for the performance of the rite itself. <strong>The</strong><br />

actual hunt can take a matter of a couple hours or it can<br />

last all night. Consider it to last for one hour per roll made<br />

to accumulate all the successes required. <strong>The</strong> hunt is considered<br />

one scene for purposes of a Gift or rite’s duration.<br />

Roll Results<br />

Dramatic Failure: All accumulated successes are lost.<br />

<strong>The</strong> ritemaster may name the wrong spirit as quarry, or<br />

even attract the attention of a more powerful and dangerous<br />

spirit from the nearby Shadow. Even if the werewolves<br />

defeat it and tear it apart, they gain no Essence from the<br />

activity. No other attempts can be made in the same night.<br />

Failure: No successes are gained at this time.<br />

Success: Successes are gathered toward the total<br />

required. If 10 are gained, the proper spirit is marked as<br />

quarry, and can be harvested for Essence at the completion<br />

of the hunt. <strong>The</strong> effects of the mark last from the culmination<br />

of the rite until the sun rises. <strong>The</strong> spirit leaves a physical<br />

trail, whether in Shadow or the physical world, that the<br />

werewolves can follow. In either case, the spirit remains<br />

within the boundary established by the ritemaster until<br />

sunrise, at which point its obligation is fulfilled.<br />

When the hunt is completed, participants may divide<br />

the spirit’s Essence among themselves. This share is even<br />

among all members, with any remainder going to the<br />

ritemaster. If three werewolves perform the hunt and catch<br />

a spirit with 10 Essence, two of them get three Essence<br />

points back, while the ritemaster gets four. However, it is<br />

only just and honorable to leave the spirit with one Essence<br />

point of its own, so that it can re-form after discorporation<br />

at the hunt’s climax. Permanently destroying a<br />

spirit that has been marked as sacred quarry is cause for<br />

a three-die check against degeneration for werewolves of<br />

Harmony 5 or higher. (See Harmony, p. 180.)<br />

See Chapter Four for tips on creating physical and<br />

spirit antagonists who could serve as prey for this rite’s<br />

purposes. See also Appendix One for tips on creating spirits<br />

from whole cloth. This rite cannot be used to mark a<br />

spirit of more power than a lesser Jaggling; more powerful<br />

spirits are rivals and foes, not prey.<br />

Exceptional Success: <strong>The</strong> ritemaster makes significant<br />

progress toward a rewarding hunt. If 15+ successes<br />

are gathered on the same roll that the ritemaster reaches<br />

10 successes, the hunt is particularly rewarding. At the<br />

successful culmination of the hunt, each character also<br />

regains a single point of spent Willpower.<br />

Wake the Spirit (•••)<br />

When the Gauntlet rose and the two worlds were<br />

separated, many spirits fell into slumber, their voices no longer<br />

heard. In the years since, countless objects have come<br />

into being without their spirits being stirred. To this day,<br />

although many spirits roam the shadow world, many, many<br />

more places and objects have yet to be “awakened.” This<br />

rite allows a werewolf to rouse a dormant spirit from slumber,<br />

effectively “summoning” a new spirit into existence.<br />

Waking a spirit can be a dangerous gamble, as the<br />

newly awakened spirit feels no obligation or gratitude to the<br />

ritemaster. A spirit that’s been awakened by this rite acts according<br />

to its nature — no more, no less. A werewolf might<br />

be able to convince the newly awakened spirit of a car to<br />

give its earthly analogue a measure of its power simply<br />

for the ecstasy of racing at high speeds, but an awakened<br />

flame-spirit might be as dangerous to the werewolf as to<br />

her enemies. Yet awakening a spirit gives a werewolf a new<br />

potential resource from which to draw. A werewolf can<br />

Rites<br />

161

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