Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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