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Werewolf: The Forsaken - Blank It

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oll for the ritemaster gains a bonus equal to the difference.<br />

If a werewolf with a total of 4 Renown (equivalent to Rank<br />

2) calls a lesser Gaffling (Rank 1), rolls made for the werewolf<br />

receive a one-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 />

Rite of Chosen Ground (••••)<br />

Many werewolf packs shape their territory to suit their<br />

tastes. Physically, doing so might involve planting trees<br />

where more belong or slaughtering humans that detract<br />

from the territory’s worth. Changes to the spirit world in<br />

a pack’s territory take much longer to effect — with a few<br />

exceptions. <strong>The</strong> Rite of Chosen Ground is one. This ritual<br />

allows a pack to infuse the spirit reflection of its territory<br />

with the kind of Essence that members prefer, influencing<br />

the area’s resonance and hopefully attracting specific sorts<br />

of spirits while repelling unwanted ones.<br />

Performing the Rite: <strong>The</strong> Rite of Chosen Ground<br />

is usually performed as the culmination of a pack’s efforts<br />

to shape its territory. (For more details on this process, see<br />

“Reshaping the Spirit World,” p. 264.) <strong>The</strong> rite requires the<br />

presence of a locus as the focal point. <strong>The</strong> actual details<br />

of the rite vary greatly between packs, as the particulars<br />

depend on the sort of resonance the group attempts to<br />

invoke. For example, an effort to bring out the resonance of<br />

strength may involve rituals of mock combat, heavy exercise<br />

and the erection of standing stones or other large monuments<br />

that attest to the power of the builders. Invoking a<br />

resonance of fear in an attempt to discourage humans and<br />

others from entering the pack’s territory might involve carefully<br />

orchestrated (but random-seeming) acts of violence or<br />

ritually causing Lunacy in humans. <strong>The</strong> pack engages in appropriate<br />

activity for four hours each night or day, culminating<br />

with an hour of elaborate ritual led by the ritemaster.<br />

Dice Pool: Harmony<br />

Action: Extended (50 successes; each roll represents<br />

one day’s worth of effort.)<br />

Roll Results<br />

Dramatic Failure: All successes are lost. <strong>The</strong> botched<br />

rite might attract the attention of a powerful antagonistic<br />

spirit that attempts to claim the area for its own.<br />

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

Success: Success are gained, and if the total is accumulated,<br />

the local flow of Essence is adjusted, bringing out the<br />

desired resonance. For the next year, all pack members and<br />

spirits that are either allied with the pack or with the resonance<br />

in question (such as fear-spirits in an area dedicated to<br />

a resonance of fear) gain a +1 bonus to all rolls that involve<br />

appropriate activities. For example, if the pack works hard<br />

to create an area with a resonance of healing, +1 is added to<br />

rolls involving Medicine for members and allied spirits. If the<br />

pack creates an area with the resonance of fear, one extra die<br />

is added to any rolls to intimidate or terrify adversaries.<br />

<strong>The</strong> effects of the rite apply over an area equal to<br />

triple the radius of a locus’ influence. (See “Loci,” p. 261.)<br />

If the rite is enacted with a two-dot locus at its center (five<br />

yards of influence), the pack members receive the benefits<br />

whenever they’re within 15 yards of the locus. Obviously,<br />

large and powerful loci extend the rite’s influence to a<br />

great distance, further increasing the demand for such<br />

potent places of power.<br />

<strong>The</strong> Rite of Chosen Ground’s effects last for an entire<br />

year unless the pack neglects its territory such that the influence<br />

of the chosen resonance would fade. <strong>The</strong> ritual’s effects<br />

can also be undone by appropriate changes to the territory.<br />

Exceptional Success: Several successes are gathered<br />

in a short time. If 55+ are accumulated, the chosen bonus<br />

is +2 for 24 hours after the rite’s completion. After that<br />

time, it becomes a one-die bonus.<br />

Drawing Down the Shadow (•••••)<br />

<strong>The</strong> origins of this rite are lost in prehistory. However,<br />

lore states that it was learned after the murder of Father Wolf<br />

and the rise of the Gauntlet, as a desperate measure learned<br />

to keep the physical and spirit from drifting too far apart.<br />

This powerful mystical rite allows werewolves to pour<br />

Essence into an object and create a locus, a place where the<br />

spirit world is close to the physical. <strong>The</strong> rite is difficult to<br />

master and never performed lightly, for the consequences are<br />

potentially very dangerous. A new locus can be a valuable<br />

resource, or it can be a gateway through which new threats<br />

bleed into the world from the Shadow.<br />

This rite requires a significant amount of Essence to<br />

enact; the object must be saturated with spiritual energy<br />

before the peak of the rite’s power can forge it into a<br />

beacon of Essence in its own rite. As few packs are able to<br />

muster the amount of Essence required from their personal<br />

reserves — and fewer still would willingly leave themselves<br />

so vulnerable by doing so — the rite incorporates the use<br />

of touchstones. <strong>The</strong> spirits invoked vary from place to<br />

place - a wise ritemaster will call on spirits that are strong<br />

locally, yet will not call the names of spirits that might<br />

prove powerful rivals for the new locus.<br />

Loci are described in Appendix One, beginning on p.<br />

260.<br />

Performing the Rite: <strong>The</strong> ritemaster must select an<br />

appropriate object to be the focus of the rite; an object<br />

that might over time have become a locus in its own right<br />

is ideal. <strong>The</strong> pack piles their collection of touchstones<br />

around the object to be empowered in something of a<br />

loose cairn. <strong>The</strong>n, each werewolf participating in the rite<br />

cuts their palm and lets a measure of their blood run onto<br />

the assembled touchstones. <strong>The</strong> ritemaster dips a claw into<br />

the blood, and paints a series of glyphs surrounding the<br />

locus to better channel the Essence.<br />

Surrounding the core of the ritual is an exhausting and<br />

time-consuming series of chants, dances, howls and even<br />

impromptu ritual combat meant to increase the flow of emotional<br />

energy in the area. <strong>The</strong> rite is half-improvised. <strong>The</strong><br />

ritualist knows the common themes that must be included<br />

in the pack’s efforts, and leads the group through them. <strong>The</strong><br />

Rites<br />

163

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