Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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 />
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