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Posted: Tue Apr 29, 2008 7:48 pm
Glass Walkers Gifts Many of the Glass Walker's Gifts involve Weaver-spirits of one type or another. This association earns them no respect in the eyes of most of the tribes, but it does afford them great versatility and an unparalleled rapport with modern technology. • Control Simple Machine (Level One) — The Garou may command the spirits of the simplest machines, causing levers to flip, doors to unbelt, pulleys to roll and so on. Any technological spirit can teach this Gift. System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou's control lasts until the end of the scene. • Diagnostics (Level One) — At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift. System: The player rolls Perception + Crafts to determine the problem. She then spends one Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most such spirits are happy to do so — they don't want to be junk!) The time to fix the device is halved, and the player may subtract any successes on the Perception + Crafts roll from the successes necessary to fix the device (see Repair). • Trick Shot (Level One) — This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift. System: The player adds the character's permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll shoot him between the eyes!"), but it can be used to injure opponents indirectly. ("I'll shoot the rope that's holding the chandelier over his head!") The effects are permanent. • Cybersenses (Level Two) — By studying both his natural senses and the sensory capabilities of machines, the Garou may exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary sight for infrared or UV sight. Any technological spirit can teach this Gift. System: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou's new senses. This Gift lasts for one scene. • Power Surge (Level Two) — By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift. System: The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determines how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood. • Control Complex Machine (Level Three) — Similar to Control Simple Machine, the Garou may now converse with and command the spirits of electronic devices such as computers, video games and cars. One learns (or steals) this Gift from a Net-Spider. System: The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on how complex the machine actually is (usually 8 ). The Garou's control lasts for one scene. • Elemental Favor (Level Three) — By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode at the Garou's foes; a door might refuse to open, even if unlocked, or a car's brakes might fail. An urban elemental teaches this Gift. System: The player rolls Charisma + Subterfuge (difficulty of the spirit's Gnosis). The Storyteller determines the precise effects. • Attunement (Level Four) — As the Bone Gnawer Gift, but taught by a cockroach-spirit. • Doppelganger (Level Four) — The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8 ). Traits aren't duplicated, but everything else, including voice, posture and scent, is identical. The effects last for one day per success. • Chaos Mechanics (Level Five) — Werewolves pulse with the Wyld's energy, of course, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles these two sides of his being, and he can summon primal energy and mystical form at the same time. System: A Garou with this Gift may use Rage and Gnosis in the same turn with no penalty. Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis (provided that said Gift does not take a full turn to enact). What's more important is that it allows the Garou to take Rage actions in the same turn that he steps sideways, provided that the player rolls enough successes to get to or from the Umbra instantly. This Gift's effects are permanent. • Summon Net-Spider (Level Five) — The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase or destroy whatever system it is sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of Cockroach teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8 ). If successful, the Net-Spider appears and heeds the Garou's commands. This Gift allows the Garou to halve all computer-related difficulties along with the aforementioned destructive capacity of the spirit.
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Posted: Tue Apr 29, 2008 7:53 pm
Red Talons Gifts The fearsome Talons hate humans, and Griffin grants them Gifts geared toward the destructive, violent side of nature. All the better to repay the humans in kind for their treatment of Gaia. • Beast Speech (Level One) — As the Galliard Gift. • Scent of Running Water (Level One) — As the Ragabash Gift. • Wolf at the Door (Level One) — Some humans can't just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. However, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest, and makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift. System: The Garou must make eye contact with the target, but he can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty of the target's Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest without spending a Willpower point. If the human does leave home, he is shaky and fearful until he returns, and his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other "supernatural" humans, but the difficulty increases by two to a maximum of 10. • Beastmind (Level Two) — The Garou can reduce the mental faculties of his victim to that of an animal for a short time. An avatar of Griffin leaches this Gift. System: The player rolls Manipulation + Empathy (difficulty of the target's Willpower). The effects last for one turn per success, during which the target listens to only his most base instincts and behaves like a wild animal. • Sense of the Prey (Level Two) — As the Ragabash Gift. • Elemental Favor (Level Three) — As the Glass Walker Gift, except that this version affects the four classic elements — fire, earth, water and air — and a natural elemental teaches it. • Trackless Waste (Level Three) — Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don't. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this Gift. System: The player spends one Gnosis point and rolls Intelligence + Primal-Urge. Each success "scrambles" a two-mile radius. This Gift functions on other werewolves, but they can resist with a Perception + Primal-Urge roll, and they must score more successes than the Talon to remain unaffected. This Gift lasts for four hours. • Gorge (Level Four) — Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift. System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait the character must learn the Gift (i.e., pay the experience cost) a second time. • Quicksand (Level Four) — The Garou turns the ground into a sticky morass that catches foes and prevents them from escaping or even walking. An earth elemental teaches this Gift. System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 7). Each success changes the ground into a quicksand-like bog for a 10-foot radius. Anyone trying to move through it (except the Garou) moves at half walking speed, and he may not execute combat maneuvers that require overland movement. Additionally, all other combat maneuvers take a +1 difficulty penalty. • Curse of Lycaon (Level Five) — In the ultimate twist, this Gift allows a Red Talon to transform a human being into a wolf. This Gift also works on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift. System: The player spends one point of Gnosis and rolls Gnosis (difficulty of the target's Willpower). Only one success is necessary. Werewolves are forced into Lupus form for the duration of the scene. When used on humans, the effect of the Gift is permanent. The person remains a normal wolf in body and mind for the rest of his life. • Gaia's Vengeance (Level Five) — The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift. System: The player spends one Gnosis point and one Rage point then rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to the Storyteller.
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Posted: Tue Apr 29, 2008 7:57 pm
Shadow Lords Gifts The Shadow Lords' repertoire of Gifts consists a number of ways to intimidate, control and assert dominance over others. • Aura of Confidence (Level One) — The Garou projects a demeanor of control and superiority, preventing attempts to find flaws or read auras. This Gift does not prevent supernatural attempts to read the Garou's thoughts, although it may make doing so difficult (Storyteller's discretion). An ancestor-spirit teaches this Gift. System: The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift; the effects lasts for one scene. • Fatal Flaw (Level One) — The Shadow Lord can discern a target's weakness, granting an advantage in combat. A Stormcrow teaches this Gift. System: The Shadow Lord must concentrate for one full turn. The player rolls Perception + Empathy (difficulty of the target's Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses (although no further damage bonus is gained). Five successes reveal all of the target's flaws. • Seizing the Edge (Level One) — To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift. System: The player spends one Gnosis point. For the remainder of the scene, whenever the Shadow Lord is involved in a direct confrontation with another being (specifically, if the player must make an opposed roll), any ties go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling. Both players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him in. If the players roll the same number of successes, the Shadow Lord wins and the Get remains pinned. This Gift lasts for one scene. • Clap of Thunder (Level Two) — The Garou slams her hands together and creates a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift. System: The player spends one Gnosis point. All characters within 10 feet, friend or foe, must succeed in a Willpower roll (difficulty 8 ) or be stunned and unable to act for one turn. On a botch, the effect lasts for one scene. The Garou must be in Homid, Glabro or Crinos form to use this Gift. • Luna's Armor (Level Two) — As the Child of Gaia Gift. • Direct the Storm (Level Three) — Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou — friend or foe — causing him to attack targets of the Lord's choice. A Stormcrow teaches this Gift. System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage). Success indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character. • Paralyzing Stare (Level Three) — The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift. System: The Garou concentrates for one turn. The player spends one Gnosis point, and rolls Charisma + Intimidation (difficulty of the target's Willpower). Each success freezes the target in place for one turn. The target must be able to see the Garou. • Open Wounds (Level Four) — The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Shadow Lord's next attack does any damage, the target will bleed continuously, losing one health level per turn for a number of turns equal to the number of successes rolled. This hemorrhaging is considered lethal damage. • Strength of the Dominator (Level Four) — The Garou draws on a target's anger to feed his own. A Stormcrow teaches this Gift. System: The player rolls Wits + Intimidation (difficulty of the target's Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift only once per target per scene. • Obedience (Level Five) — With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8 ). All in the vicinity must roll Willpower (difficulty 8 ) and match or exceed the Garou's successes to avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any orders they don't mind following. Getting three successes means that the targets will treat the Garou as their alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss or perform other virtually suicidal actions. • Shadow Pack (Level Five) — The Garou summons up shadowy duplicates of himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift. System: The player rolls Gnosis ( difficulty 8 ) and spends a variable number of Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the scene.
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Posted: Tue Apr 29, 2008 7:58 pm
Silent Striders Gifts The enigmatic Striders possess Gifts of travel and speed. • Sense Wyrm (Level One) — As the metis Gift. • Silence (Level One) — The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift. System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear the Garou for one scene. • Speed of Thought (Level One) — The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift. System: The player spends one Gnosis point. The Gift lasts until the end of the scene. • Blissful Ignorance (Level Two) — As the Ragabash Gift. • Messenger's Fortitude (Level Two) — The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift. System: The player spends one Gnosis point. The Garou may do nothing but run; stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift's benefits. • Adaptation (Level Three) — The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour. • Great Leap (Level Three) — The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this Gift. System: The player spends one Willpower point and rolls Strength + Athletics. Each success allows the character to jump 100 feet. • Attunement (Level Four) — As the Bone Gnawer Gift, with one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The "city" version is identical to the Bone Gnawer Gift. The "wilderness" version is similar, but the roll required is Perception + Survival. • Speed Beyond Thought (Level Four) — The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can nothing but concentrate on running. When the Gift's effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to activate the Gift. • Gate of the Moon (Level Five) — This Gift creates a specialized moon bridge that takes the Strider to her destination instantly. At least a sliver of the moon must be visible at her area of departure. A Lune teaches this Gift. System: The player spends one Gnosis point for every 100 miles the Garou needs to travel. She then rolls Intelligence + Alertness (difficulty varies on how far the journey is and how well the Garou knows the way). Success transports the character to her destination, but she will be disoriented for one turn unless the player scored three successes. A botch takes the character miles in the wrong direction — possibly straight up. • Reach the Umbra (Level Five) — The Garou may step into and out of the Umbra at will, without need of a reflective surface or even any effort at all. An owl-spirit teaches this Gift. System: The Garou may step sideways instantly, at any time, with no fear of being "caught." No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways.
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Posted: Tue Apr 29, 2008 8:01 pm
Silver Fangs Gifts The regal Silver Fangs are the longtime leaders of the Garou, and their Gifts are part of — and they reflect — their birthright. • Falcon's Grasp (Level One) — A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou's hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift. System: The player spends one point of Rage. For the remainder of the scene, the Garou's grip with either hands or jaws (or both at a cost of two Rage) is much stronger. In game terms, the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers ). The Garou may not use this extra Strength to inflict damage. • Lambent Flame (Level One) — The Garou causes her body to ignite with silver light. A Lune teaches this Gift. System: The player spends one Willpower point to ignite the light. The glare illuminates a 100-foot area. Any hand-to-hand attacks against the Garou take a +1 difficulty penalty, while missile attacks receive a -1 difficulty bonus. • Sense Wyrm (Level One) — As the metis Gift. • Empathy (Level Two) — To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one. • Luna's Armor (Level Two) — As the Child of Gaia Gift. • Silver Claws (Level Three) — As the Ahroun Gift. • Wrath of Gaia (Level Three) — The Garou shows himself in full, terrible, glory as Gaia's chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift. System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player's successes. Otherwise, they flee in terror. • Mastery (Level Four) — With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift. System: The player rolls Charisma + Leadership (difficulty of the target's Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou. • Mindblock (Level Four) — Upon learning this Gift, the Garou's mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift. System: The difficulties of any direct mental attacks or attempts to control the Garou's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion. • Luna's Avenger (Level Five) — The Garou's entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift. System: The Garou must concentrate for one full turn to activate this Gift. The player spends one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of silver. Any attack she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points of Stamina and one additional health level while the Gift lasts. • Paws of the Newborn Cub (Level Five) — With a glare and snarl, the Silver Fang strips her foe of any supernatural power. Many servants of the Wyrm have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift. System: The player spends a Gnosis point and rolls Gnosis (difficulty of the target's Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort of supernatural or magical powers) for one turn.
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Posted: Tue Apr 29, 2008 8:05 pm
Uktena Gifts The Uktena's Gifts reflect their predilection toward magical study and animal powers. Many of their Gifts were long-forgotten secrets before the tribe unearthed them. • Sense Magic (Level One) — The Uktena can discern magical energies, whether they emanate from Garou Gifts, vampiric wizardry or even human magic. A spirit servant of Uktena teaches this Gift. System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although vague clues such as "Gaian" or "blood magic" might be granted with sufficient successes. The radius is 10 feet per success. • Shroud (Level One) — The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area. The Garou can choose any area within his line of sight. The metis Gift: Eyes of the Cat can see through the conjured darkness. • Spirit Speech (Level One) — As the Theurge Gift. • Spirit of the Bird (Level Two) — Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift. System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour. • Spirit of the Fish (Level Two) — The werewolf blessed with this Gift can breathe underwater and swim as fast as he can run in Hispo form. Unsurprisingly, a fish-spirit teaches this Gift. System: The player spends one Gnosis and rolls Stamina + Animal Ken (difficulty 7). The effects last for one hour per success. • Banish Totem (Level Three) — By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift. System: The Uktena must concentrate for a full turn, and he must know which totem his victims follow. The player spends one Gnosis point and one Willpower point, and he rolls Gnosis at a difficulty of the pack's combined Totem scores (maximum of 10). If successful, the pack members lose all Traits associated with their totem, and they cannot use pack tactics or act in concert for the remainder of the scene. If the Uktena is rendered unconscious or killed, the Gift is canceled. • Invisibility (Level Three) — The Garou can vanish from sight. When this Gift is in use, the Garou must concentrate on staying invisible. He cannot move faster than half normal walking speed, and he cannot draw attention to himself. A spirit servant of Uktena teaches this Gift. System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if already concealed, 6 if in open, 9 if in plain sight). Anyone looking for the Garou must score more successes on a Perception + Alertness roll (difficulty 8 ) than the player did on the initial roll. • Call Elemental (Level Four) — The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift. System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene. • Hand of the Earth Lords (Level Four) — By drawing on the land's energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert. System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success. • Fabric of the Mind (Level Five) — As the Galliard Gift. • Fetish Doll (Level Five) — Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means. The Garou can harm his victim from afar using a specially created doll. He must have a piece of his victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches this Gift. System: The doll takes one week to construct and enchant. The player rolls Perception + Crafts (difficulty 8 ) to construct the doll. When the doll is complete, the player may roll Intelligence + Medicine (difficulty of the victim's Willpower). Each success inflicts one level of aggravated damage on the victim, which he may soak if he capable of doing so. The doll is only capable of transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A botched roll destroys the doll without inflicting any damage.
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Posted: Tue Apr 29, 2008 8:07 pm
Wendigo Gifts The Wendigo specialize in Gifts gleaned from their cold, harsh homeland. They use their powers to thrive in their wintry environment and to call its hazards on their enemies. • Call the Breeze (Level One) — The Garou calls up a strong (20 mph), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift. System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts. • Camouflage (Level One) — The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift. System: The difficulties to spot the Garou increase by three, provided that he is in the woods. The werewolf invokes the effects at whim. • Resist Pain (Level One) — As the Philodox Gift. • Cutting Wind (Level Two) — The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet, as well as chill them to the bone. A spirit servant of Great Wendigo itself teaches this Gift. System: The player spends one Willpower point. Directing the gust requires a Dexterity + Occult roll. Anyone hit by the wind loses two dice from all dice pools that turn, and one the next turn. The wind can also knock foes off ledges, into traffic or into pits. The wind's medium range is 20 yards, and it is modified as per the rules on firearms. The wind lasts for a number of turns equal to the number of successes rolled. • Speak with Wind Spirits (Level Two) — The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift. System: Upon learning this Gift, the Garou can speak with wind-spirits automatically while he is in the Umbra. To ask a question in the physical world, the player must spend one Gnosis point and roll Manipulation + [removed](difficulty 7). The number of successes reflects the accuracy of the information. • Bloody Feast (Level Three) — Great Wendigo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift. System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood — meaning he must inflict at least one health level of damage, and his victim must be something that bleeds. If his opponent has toxic blood or none at all, this Gift will not work. The player then rolls Gnosis at a difficulty of the opponent's Stamina + 3 (maximum of 10). The Wendigo gains one extra dot in Strength for every two health levels of damage inflicted by the bite (maximum of +5 to Strength). The extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh and blood can be addictive. The Wendigo's player must make an immediate frenzy roll the turn after activating the Gift. • Wisdom of the Ancient Ways (Level Three) — As the Philodox Gift. • Call the Cannibal Spirit (Level Four) — By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of the Garou's choice. The Garou must possess a piece of his target whose heart the Wendigo devours. System: The Garou must dance for three full turns. The player spends one Rage point and one Gnosis point, then rolls Charisma + Occult (difficulty 8 ). If the roll botches, or if the Wendigo is somehow prevented from killing its target, it will return to kill the summoner. • Chill of Early Frost (Level Four) — The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift. System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success. • Invoke the Spirits of the Storm (Level Five) — The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. System: The player spends one Gnosis point and rolls Willpower (difficulty varies based on how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage). • Heart of Ice (Level Five) — The Garou can call down the curse of the Wendigo on an enemy. The Garou must whisper the name of the target to the winds; thereafter, the victim's innards begin turning to ice. An avatar of Wendigo teaches this Gift. System: The player spends one Gnosis point and rolls Wits + Occult (difficulty of the target's Willpower). Each success inflicts one level of aggravated, unsoakable damage. This damage accrues slowly, inflicting one health level per turn until all possible damage has been done.
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Posted: Tue Apr 29, 2008 8:09 pm
Rites of Accord Rites of accord restore a place or particular Garou to harmony and balance with Gaia. These rites purify and renew by bringing the object of the rite through a symbolic rebirth from Gaia's womb. System: Any Garou attempting to perform a rite of accord must possess a talen, a fetish or some piece of Gaia never touched by minions of the Wyrm or by human hands (for example, a willow branch from a remote forest or a stone from a protected caern). The ritemaster makes a Charisma + Rituals roll (difficulty 7 unless otherwise stated). Rite of CleansingLevel One This rite purifies a person, place or object, allowing it to be used without fear of Wyrm-taint. The most common form of this rite involves the ritemaster inscribing a circle on the earth, walking widdershins (counterclockwise) around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the object or person cleansed. As the ritemaster does so, all Garou present release an eerie, otherworldly howl in an attempt to "frighten away" and thus banish the corrupting influence. Ideally, this rite is performed at dawn, but it can be performed at any time. System: This rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. The difficulty level depends on the level of taint. For instance, taint caused by a spirit might set a difficulty equal to the spirit's Gnosis. Only one success is required. If the character performs the rite at dawn, the difficulty of the rite decreases by one. Note that this rite cannot heal wounds or damage caused by Wyrm-taint; it removes only any existing contamination. This rite cannot cleanse taint of the most innate sort, either. The rite inflicts agonizing pain when performed on a fomor, vampire, unrepentant Black Spiral Dancer or other similarly accursed creature, but it cannot wash the recipient clean. Rite of ContritionLevel One This rite is a form of apology used to prevent the enmity of spirits or Garou whom an individual has annoyed, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact this rite successfully, the Garou must either give a small gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon). System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success suffices for a gracious apology, but it may not be enough to mend friendships or forgive grievous errors. The more successes, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of Contrition are looked upon badly by elders. Most spirits will always accept a well-performed rite. This effect lasts until the Garou performs another action that could harm or insult the other. Rite of RenunciationLevel Two In this rare rite, a werewolf rejects the auspice under which he was born and chooses a new auspice. The Garou must perform this rite during the phase of the moon he wishes to embrace. Most commonly, water from a silver basin exposed to Luna's radiance is poured over the naked supplicant, washing him clean of all he once was, including all rank. He is now free to start anew as a member of his adopted auspice. Almost free, that is, for many werewolves view such a "Shifting Moon" with suspicion. The Shadow Lords and Silver Fangs in particular see this rite as a grave insult to Luna, and they are loath to trust those Garou who cannot bear the weight of their assigned burdens. System: A character who changes auspices must start anew at Rank 1. Although he may keep any Gifts he has already learned, he may never learn new Gifts from his old auspice. However, Gifts of his adopted auspice are now available to him. Sometimes this rite is performed for purposes other than shifting auspice, such as when a Garou wishes to give up his name and start over in Garou society. (See Renunciation.) A variation on this rite also allows a werewolf to renounce his tribe and join a second tribe. Doing so, however, is a severe insult to his formal tribal totem, who will likely view him poorly for the rest of his days. In no case can a werewolf return to an auspice or tribe that he formerly renounced. He's made his bed, so he must lie in it.
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Posted: Tue Apr 29, 2008 8:11 pm
Caern Rites These rites are of vital importance to Gaia, for they aid in the opening, protection, and renewal of the sacred spaces dedicated to her. Without such rites, the mystical flow of Gaia's spiritual nourishment might cease, and her children, the Garou, might no longer rest themselves within her protecting bosom. Without such renewal, even the most ferocious of werewolves would grow weary of battle. System: These rites can be performed only within a caern. The dice pool required varies with each particular rite, but the maximum number of dice used cannot exceed the ritemaster's Gnosis. Unless otherwise stated, the difficulty of such a roll is 7. Moot RiteLevel One A moot cannot open until this rite is completed. The rite recharges the caern with Gnosis. The rite always includes a prolonged howl led by a Garou known as the Master of the Howl. The howl varies by tribe and sept, but it always expresses the unique nature of the sept. All werewolves present must form a circle within the caern itself before they commence howling. Numerous variations on the basic requirements exist. The Red Talons often bite their own paws and scratch their blood into the earth, while the Uktena pass their most powerful fetish from one to another as each in turn adds her voice to the howl. However, the howl must always echo forth and the eternal circle must form. System: The rite must be performed at least once per month to keep the caern consecrated. During the course of a moot, the participants must empower the caern with a combined total of five Gnosis points per caern level in order to replenish it fully. Rite of the Opened CaernLevel One Caerns are highly spiritual places that are sacred to those who create them. Each caern has a specific power associated with it, generally of a beneficial nature. Thus, there are caerns of Rage, caerns of Gnosis, Strength, Enigmas and so on. If a character is knowledgeable enough, she may tap into the caern's power and use it herself. Doing so is commonly called "opening" a caern. Opening a caern should not be attempted lightly. Caerns do not give up their energies easily, and failure to harness such power properly can result in serious damage to the Garou. Each caern has its own requirements of the ritemaster. The ritemaster must prove herself worthy of the caern's energies. In order to open a caern of Enigmas, a Garou might walk a spiral path while calling out the Greek myth of Persephone. To open a caern of Rage, the Garou might transform into Crinos and chant the litany of his ancestors who have fallen to the Wyrm. The key is forging a connection to the particular spirit of the caern. System: To open a caern, a character engages in a resisted, extended success test of Wits + Rituals (difficulty 7). The number of successes needed equals the caern's level. The character must overcome the caern spirit to prove herself worthy. The caern spirit uses its caern level as a dice pool. Its difficulty equals the character's Gnosis, while the number of successes needed equals the character's Willpower. The first one to garner the necessary number of successes wins. If the character wins the test, she can add the caern's rating to her dice pool when performing actions appropriate to that caern's focus. If she loses, however, she takes wounds equal to the number of success by which the caern beat her. A botch indicates that the wounds are aggravated. These physical and spiritual wounds are the results of a backlash of spiritual energy. The Badger's BurrowLevel Four The guardians of the caerns become so connected to their bawn that they can sense all that goes on within its boundaries. The ritemaster enacting this rite gazes intently into a bowl of water, pool of ink, mirror, or some such. At the same rime, the Garou pours a small amount of witch hazel or other strongly scented astringent (such as urine) on the ground in front other. Any other Garou watching or participating encircle the ritemaster and growl softly in the backs of their throats. Some of the younger Garou (Glass Walkers and Wendigo in particular) enhance the ritual through the use of mild psychotropic drugs, although many Garou frown upon this practice. System: The celebrant must make a successful Perception + Rituals roll against the given difficulty level. Each success enables the ritemaster (or the caern Warder) to ask one question regarding a defined area. The difficulty varies with the size of the area. Failure indicates that the Garou sees nothing, while a botch means that the Garou sees what she desires to see, regardless of the truth. Area Difficulty Small Room 5 Ballroom 6 House 7 Acre of Land 8 Small Forest 9 Rite of the Opened BridgeLevel Four This rite creates a moon bridge, a shimmering portal serving as a mystical means of transportation between two caems. Such moon bridges are vital links between the sacred spaces of Gaia. Once per year, a caern must renew its connection with other caerns to which it wishes to maintain moon bridges. This rite is always held during a moot, and it must be enacted simultaneously by both participating caerns. The primary requirement to open a moon bridge is a moongem, or pathstone as it is most often called. Pathstones are found in the Umbra, and they are often the objects of quests. These extraordinarily rare stones resemble flat pearls with the imprint of a wolfs paw on one side. It is possible to steal a pathstone from a caern, but such a theft is considered blasphemous, and it may well result in war between two Garou septs. The rite establishes (or reestablishes) a spiritual connection between the pathstones of two second caerns by way of the caerns' totem spirits. At the rite's culmination, a moon bridge opens between the two participating caerns. During this time, Garou from both septs can travel between the caerns to join in a wild revel. Moon bridges allow Garou to traverse distances in 1/l000th the normal time required. This rite must be renewed once every 13 moons (roughly a year). System: The roll is Wits + Enigmas (difficulty 8 minus the level of the ritemaster's own caern). The ritemaster may spend Willpower on the roll. If her pack totem is the same as the totem of the caern, she receives a bonus of three dice to the roll. If the rite was unsuccessful previously, the difficulty level of the rite increases by one. The ritemaster needs to obtain a number of successes equal to the target caern's level to complete the rite. If the rite succeeds, the moon bridge opens immediately, and the spirit-bond between the two pathstones is established. Moon bridges may now be opened at any time between the two caerns. The bridges may be opened with the Rite of the Opened Caern or the Ragabash Gift: Open Moon Bridge (if performed at the caern). If the rite fails, no moon bridge opens, and the rite must be tried again next year. Moon bridges to the caern may still be opened, but they are not as safe as they might be... If the rite botches, no moon bridge opens, and the pathstone in the caern is scorched by the badly handled energies. Botching this rite often leads to another rite — the Rite of Ostracism — being performed against the offending Garou. Rite of the Shrouded GlenLevel Four This rite causes an area within the Umbra to become invisible, so that it cannot be seen from any other part of the spirit world. At least five people must participate in this ritual, and they must fast for at least three days to purify themselves. The Uktena, who are particularly adept at this rite, maintain that all participants must come to the rite with their bodies clad only in painted symbols representing earth, air, water, fire, and (for the ritemaster) the spirit world. System: The difficulty of this roll is the caern's Gauntlet + 4. Any participating Garou can contribute Gnosis to this rite. The participants must spend a total of 10 Gnosis points to make the effect permanent. Otherwise, the number of successes achieved equals the number of hours the Umbral Glen remains hidden. If the area the Garou attempt to hide is larger than the caern itself, the amount of Gnosis required increases by two for each one-mile radius the participants attempt to enshroud. Rite of Caern BuildingLevel Five This powerful rite actually creates a permanent caern by drawing the spirit world and the physical world closer together. Simply reciting the rite draws the attention of the Wyrm's servitors, and actually performing the rite has been known to prove fatal. Only the most powerful and wise mystics dare lead such an undertaking. A powerful Theurge is almost always selected to perform this most sacred of rites. Many Garou must channel their energy through a powerful leader to have even a hope of success. Whole packs have been known to die in agony of failed attempts. Once the physical focus for the heart of the caern is chosen, the area must be cleansed of all taint in preparation for its transformation. All Garou participating in the rite must undergo a Rite of Cleansing. The ritemaster performs a series of minor rituals, meditation and other physical preliminaries to prepare for her awesome task. The sept must post sentries (very often the players' characters), for servants of the Wyrm almost invariably attempt to disrupt such a great rite. Only the mightiest warriors are chosen for such an assignment, and their protection is critical to the success of the rite. The leader of the rite is helpless while he chants a long litany of verses designed to draw a great spirit into the prepared caern. Although it is possible to create a specific type of caern, most leaders leave this choice to Gaia and accept whatever caern she grants the sept. The rite must be performed between the hours of sunset and sunrise during the waxing of the moon. Only the Black Spiral Dancers create caerns during the moon's waning. System: The rite requires an extended roll of Wits + Rituals, although the leader may use only as many dice as she has Gnosis. The difficulty begins at 8, and it is modified downward by one for every five Garou participating and spending Gnosis over and above the 13 necessary participants, and 40 successes are reguired. Only one roll can be attempted per hour of the ritual. Because an enormous amount of Gnosis is needed to create a new caern, a minimum of 13 Garou, one for each moon of the year, must participate in this rite. Regardless of the number of Garou aiding her, the ritemaster can channel such a powerful stream of Gnosis through her system only once per hour. The rite must be performed at night. Therefore, the ritemaster has only eight rolls (one per hour) in which to accomplish her task in most places and at most times of the year. This limit makes success fairly unlikely. If indeed, the rite does fail, all involved suffer five wounds. These wounds are not aggravated, but they are very painful, and they always leave small teardrop-shaped scars scattered across the Garou's body. Such scars are considered marks of bravery, and these "tears of Gaia" are often highlighted by tattoos or paint and worn with pride by the Garou. The Garou say the scars are the result of Gaia crying out for her children's pain. Once the leader scores the required number of successes, all those involved in the rite must contribute Gnosis points — 100 are needed. If the total Gnosis available is not 100, all those participating begin to suffer aggravated wounds. Each wound counts as three more Gnosis points toward the total. Botches during this rite are particularly deadly. All characters involved suffer seven health levels of damage, which means that even a Garou previously at full health becomes Incapacitated. Those Garou reduced to below Incapacitated suffer severe Battle Scars. If the minimum number of successes is rolled (40), the caern is ranked Level One. The Gauntlet of such an area is 4, and the spirits bound into the caern will grant powers approximately equal to Level One Gifts. Every five additional successes raise the level of the caern by one, correspondingly raising the magnitude of the powers the caem grants. At Level Three, the Gauntlet of the area is 3, while at Level Five, it is but 2. Immediately upon the rite's successful completion, the ritemaster must sacrifice a number of permanent Gnosis points equal to the level of the caern. If a player's character should somehow assume the role of ritemaster and succeed, she receives three points of Glory Renown, five points of Honor Renown and seven points of Wisdom Renown. Anyone else participating in the rite receives five points of Glory Renown and three points of Honor Renown. This task is a legendary one that deserves a suitable reward.
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Posted: Tue Apr 29, 2008 8:14 pm
Rites of Death Garou perform rites of death both to honor the departed and to reaffirm their connection to the cycle of life, death and rebirth. In facing and acknowledging death as a necessary part of the dance of life, the pack and sept release themselves from the debilitating poisons of grief and fear. System: The ritemaster must make a Charisma + Rituals roll (difficulty 8 minus the Rank of the honored Garou). Gathering for the DepartedLevel One This rite is enacted in honor of the newly dead. A Galliard or a packmate of the departed werewolf usually performs the rite. This rite varies dramatically from tribe to tribe. For example, a Fianna ritemaster leads the sept in the telling of tales, both raucous and heroic, about the fallen Garou. In contrast stands the Wendigo's solemn rite, in which the ritemaster and all the fallen one's packmates stand on the highest peak available, tails to the wind, and howl out their pride and grief to speed their companion onward to her next life. The exact form the rite takes does not matter, only the acknowledgment itself. System: The ritemaster leads the release of the Garou's combined emotions into the spirit world. The Uktena say that such emotions have a real impact upon the Umbra and that they help ensure that the departed Garou retains ties to her mortal relatives. At the Storyteller's discretion, this rite makes the deceased's spirit easier to contact through the Ancestors Background. Rite of the Winter WolfLevel Three Once a Garou becomes too wounded or aged to fight with his tribe, he performs this solemn and bleak rite. Upon announcing that he will undergo this rite, the werewolf sits at the center of a gathering of his pack- and septmates. This meeting is an onerous, solemn affair during which the Moon Dancers sing hymns of the celebrant's life and deeds and invoke the spirits for glory in the next world or life. The celebrant then slowly and proudly walks through the closed ranks of the tribe. As he passes his people, they begin howling a dirge similar to that sung during the Gathering for the Departed. Some Garou beat heavy drums or play mournful pipes as the celebrant drags himself to a secluded site where he ends his life, usually with a silver klaive. Rarely, two werewolves, usually packmates, will perform this rite together, sometimes killing each other simultaneously, although Ahroun may give each other a last fight to finish, with the victor ending his life beside his fallen opponent. Immediately after the suicide, the sept performs the Gathering for the Departed. Members of the Red Talons and Get of Fenris are the staunchest supporters of this rite. It is almost unheard of among the Children of Gaia, who value the knowledge and experience of their aged and wounded. System: This rite is always performed at night, and it requires that at least three other Garou be present to acknowledge the solemn event. The weapon used by the Garou must be silver, although it need not be a klaive.
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Posted: Tue Apr 29, 2008 8:21 pm
Mystic Rites Mystic rites bring the Garou into direct contact with the Umbra and/ or spirit beings. Unlike most other rites, a Garou usually performs these rites alone. System: When performing a mystic rite, the ritemaster must make a Wits + Rituals roll (difficulty 7 unless otherwise stated). Baptism of FireLevel One Most tribes attempt to track down all children born to their Kinfolk within one month of the children's birth to see if they "share the blood." (Most commonly, this search involves the Gift: Scent of the True Form.) Those who are Garou are "baptized" in the light of their auspice moon, beside a ritual fire. Such a baptism most commonly involves mingling ashes with a few drops of Garou blood. The mixture is then touched to the child's ears, nose, eyelids and tongue. In the presence of a lesser tribal spirit known as a Kin-Fetch, the babe is then held up to the moonlight while the baptizing Garou howls Gala's greeting to the newborn. The ritemaster then has the Kin-Fetch kiss the infant. The spirit's fiery kiss inscribes a spiritual brand upon the babe in the form of the newborn's tribal pictograph. This mark is not visible on the newborn's body; the only mark left is spiritual. It is impossible to remove this spiritual brand. Such a mark can be traced and recognized by all Garou (including the Black Spiral Dancers, who all too often track down cubs of other tribes and capture them in order to create more of their foul number). The participating Kin-Fetch spirit is assigned to watch over the young Garou as she grows to maturity, so that the tribe may always know the child's location and whether she is endangered. When the child is about to undergo the First Change and is ready for the Rite of Passage, the spirit alerts the tribe. Unfortunately, such minor spirits are notoriously weak-willed and easily distracted. All too often, a Kin-Fetch loses track of its charge or becomes lost itself, leaving the young cub on her own. Such "lost cubs" often become Lunatics or recluses, terrified of themselves and unable to understand their powerful primal urges. System: The ritemaster makes a Charisma + Rituals roll. Only one success is required, but additional successes improve the chance that the Kin-Fetch will keep track of the child. This rite must be performed at night under the moon in which the child was born. Although this rite is normally performed within a month of birth, the brand can be inscribed at any time before the cub reaches adolescence and undergoes her First Change. The brand fades out of existence after the cub's Rite of Passage. Rite of BindingLevel One This rite binds a spirit to a Garou, making it his servant. The more powerful the spirit is, the more difficult the process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed. They do not feel good about binding spirits for great lengths of time. This point does not go uncontested, however, particularly by the mystics of the Uktena tribe. Spirits trapped through this rite may be bound into temporary service or into objects to create talens (see Fetishes and Talens). No spirit allows itself to be bound unless it is friendly to the binding character's totem. Spirits can be bound into objects, places and people, although the Garou generally don't perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic. System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum one). Each point of Gnosis spent reduces the spirit's Gnosis rating by one. The Garou's player must then roll Willpower (difficulty of the spirit's adjusted Gnosis). The number of successes indicates how long the spirit may be forced into service (one week per success). In the case of a talen, the spirit is bound until the object is used. Rite of the Questing StoneLevel One This rite allows the werewolf to find a person or object (locations do not count). He must know the name of the object or individual. The difficulty of the rite is reduced if the Garou has some piece of the object or person (for example, a clipping of hair or piece of cloth). He must dangle a stone or needle from a thread while concentrating on the item or person sought. Glass Walkers often use maps and substitute a compass for the traditional stone and thread. System: Standard roll. If the Garou has a piece of the item or individual, the difficulty drops by one. The rite gives the Garou a sense of only the object's general location, not its exact position. Rite of Talisman DedicationLevel One This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accommodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual. System: The cost is one Gnosis point per object dedicated, and a character may never have more objects bound to himself than his Gnosis score. Certain large objects (Storyteller's discretion) are considered to be more than one for the purposes of "cost." Similarly, the Storyteller may allow multiple objects to count as one object if they are sufficiently related (and not an abuse of the rite). The most common example is permitting a set of clothes to count as "one object" rather than one shirt, one pair of pants and so on. A generous Storyteller might allow a container's contents (at the time of dedication) to count as part of the container — if, again, the players aren't abusing the rite by doing so. The Storyteller and the player should decide what happens to the object when the character assumes certain forms. For example, when the character assumes Crinos form, her backpack's straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Hispo form, her knife may meld with her body. In such cases, the object will appear as a tattoo. Others must spend a Willpower point to remove the object from the character. Rite of BecomingLevel Two Werewolves must perform this rite at an Anchorhead Domain. Once completed, it enables them to travel into the Deep Umbra. The most common version of this rite requires that the Garou must make a braid from three other hairs, three pieces of fine copper wire and three tendrils of ivy or other vine. Lengths of silk thread are sometimes substituted for the hair or wire. When the braid has been constructed, the Garou ties it around his own wrist and howls three words of power. The Uktena often drink a bitter potion that loosens the Garou's spirit from the Tellurian, while the Black Furies always perform this ritual in threesomes, never traveling the Deep Umbra alone. System: If the braid is destroyed while the Garou is in the Deep Umbra, the Garou takes one health level of aggravated damage and risks becoming lost forever if she does not return to the Near Umbra immediately. Rite of Spirit AwakeningLevel Two This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on some form of instrument (drums being the most common). While the Garou plays, any other participating Garou pace around the ritemaster howling and growling in counterpoint to the beat. When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in the Umbra. For example, if the rite is performed on a VW bus, any Garou stepping sideways could see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone in the Umbra. When performed on plants, this rite is known as sanctification. Plant-spirits are generally benevolent, and an awakened plant spirit will lend its powers as though it were a talen (one use). Different plants grant different abilities when sanctified. For example, sanctified foxglove protects against faerie magic (adding two to the difficulty of any faerie spell). System: The ritemaster must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it. Commanding an awakened spirit requires either a Rite of Binding or a Gift. This rite doesn't work on sentient beings such as humans. Such individuals are already as "awakened" as they're going to get. Rite of SummoningLevel Two Garou mystics are adept at calling spirits, be they minor Gafflings, totem spirits or even Incarna. Summoning spirits involves complex rituals, long periods of meditation and tribal mantra chanting. Within the Umbra, this process is far easier. This rite compels spirits to seek those who call them. Furthermore, the spirit cannot escape its caller once the summoning is completed successfully, and it must attend the mystic. Many spirits, particularly minor ones, are too weak to resist a powerful summoning. Powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit and the strength of the area's Gauntlet. System: The ritemaster must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A mystic already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine target numbers from the following chart: Spirit Type Target Number Gaffling 4 Jaggling 5 Totem avatar 7 Incarna 8-9 Celestine avatar 10 For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results: Successes Effect 1 Spirit comes eventually and is initially hostile 2 Spirit manifests quickly, but it is still initially hostile 3 Spirit comes immediately and is neutral 4 Spirit comes immediately and is passively benign 5 Spirit comes immediately and is friendly A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit — or even Banes — in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to summon a specific spirit will have no chance of success. At other times, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions. A Garou who summons an Incarna or Celestine avatar successfully gains two points of Wisdom Renown. Rite of the FetishLevel Three This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best. System: The ritemaster rolls Wits + Rituals (difficulty 10) Each point of permanent Gnosis that the character spends during the rite reduces the difficulty by two; going to great lengths to prove one's sincerity to the spirit may also reduce the difficulty. A botch indicates that the spirit is released suddenly. (If the spirit was coerced into participation, it will almost assuredly attack.) If the Garou attempts to force a spirit into the fetish, she must first attack the spirit and reduce it to zero Essence before attempting to bind it into the fetish. A newly created fetish will not work until the bound spirit has recharged its Essence. Rite of the TotemLevel Three This rite binds a totem to a group of Garou, joining them together as a pack. During the rite, all werewolves who wish to bind their destinies to a particular totem spirit must coat their eyes with an infusion of saliva and mugwort, tobacco or a similar substance holy to Gaia and step sideways into the Umbra. In the spirit world, the ritemaster leads the Garou in a hunt for the spiritual spoor left by a totem spirit. Such evidence varies with the spirit, but Garou worthy of the totem's attention can always found it. Even tracking down the spirit does not guarantee success, for the totem must decide whether the Garou are worthy to become its fosterlings. An undecided totem may require a quest of the supplicants, although one is almost never required if the pack has just completed a Rite of Passage successfully. System: Characters must purchase the Totem Background to benefit from this rite. Otherwise, the rite is simply not performed. The roll is standard.
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Posted: Tue Apr 29, 2008 8:46 pm
Punishment Rites Punishment rites levy the sanction of the tribe or sept against a transgressing werewolf. Such rites strengthen the Garou by establishing clear limits of acceptable behavior. By joining in the punishment, each Garou strengthens her commitment to the pack over the individual. System: Punishment rites are performed only for major transgressions or after less structured punishments fail to cause a werewolf to mend her ways. The ritemaster must make a Charisma + Rituals roll (difficulty 7 unless otherwise stated). A failed rite is considered a sign from Gaia that the offending Garou's crimes are not considered significant enough to warrant such a punishment. At the Storyteller's discretion, punishment rites may fail automatically if the target is truly innocent — leading to a sure Renown loss for her accusers. Rite of OstracismLevel Two This rite is a fairly common punishment for lesser crimes, yet its effects can be devastating during wartime. This rite estranges the punished Garou from her tribe, sept and sometimes even her pack. The tribe will thereafter treat the individual as a nonentity. She is ignored as much as possible and forced to fend for herself for even basic needs, although no hostile actions are taken against the non-wolf (in theory at least, although some Garou have been known to injure ostracized werewolves "accidentally"). In a life-or-death situation, the tribe (friends and packmates in particular) might aid the offender, but even then only grudgingly. Otherwise, the punished Garou is ignored utterly. Garou present at this rite form a circle around the chastised werewolf (if present), and each participant calls out once to Gaia, then to her brethren the name of the offender, followed by the words: "Of all Gaia's children, I have no such brother/ sister." The speaker then turns widdershins to face away from the circle. Once all present have spoken, they drift away into the night. System: This punishment normally lasts from one phase of the moon to the next. It can, however, last as long as the sept or tribe leaders desire. For serious crimes, the punishment may even be decreed permanent, essentially exiling the offender from her sept or tribe. The ostracized Garou loses one point of Glory Renown, five points of Honor Renown and one point of Wisdom Renown. Stone of ScornLevel Two The Stone of Scorn is a rock imbued with malicious spirit personifications of shame, sorrow and the like. Some septs have a permanent Stone of Scorn to which an offender is dragged, although most merely imbue a small stone with mocking energies. Starting with the ritemaster, this stone passes to each Garou present at the rite. The scorned werewolf is forced by his septmates to sit and watch. As each Garou receives the stone, he carves or paints a symbol of derision or shame onto it while telling a mocking or embarrassing tale about the offending behavior and other flaws of the scorned Garou. Moon Dancers are particularly creative in their verbal portrayals of the miscreant. This rite often lasts all night, with successive stories becoming more and more outrageous and derogatory. Once the night ends, so does the punishment, although the best stories are often whispered behind the offender's back for some time to come. Such behavior causes the Garou to lose Renown for a time. System: Standard roll. The punished Garou usually loses eight points of Honor Renown and two points of Wisdom Renown until he performs an honorable deed, thus removing the taint of scorn. Voice of the JackalLevel Two When a werewolf's behavior has shamed not just herself, but her entire sept or tribe, then this rite may be called. When the ritemaster performs this rite, he blows a handful of dust or ashes onto the offender and speaks the following: "Because thy (cowardice/ gluttony/ selfishness/ etc.) has proved thee to be of jackal blood, let thy voice proclaim thy true breed!" As the dust and words envelop the punished Garou, her voice changes. Thereafter, she will speak in an annoyingly shrill and piercing nasal whine until the ritemaster repeals the punishment. System: Jackal-hounds, as such punished Garou are known, subtract two dice from all Social rolls. They also lose two points of Glory Renown and five points of Honor Renown. The ritemaster can repeal this punishment at any time, although it may be made permanent for particularly serious crimes (and the Renown loss always remains). Certain jackal-hounds have reclaimed their true voices by completing a quest of great benefit to Gaia. The HuntLevel Three The Hunt is called against a werewolf who has committed a capital crime such as unwarranted murderer, yet who still retains a vestige of honor. All Garou participating in a Hunt streak their bodies with ancient symbols in paint or clay. These symbols mark the werewolves as part of a Hunting Pack, and all other Garou will make way for Hunters so marked. It is an honor to be chosen for inclusion in a Hunt. The ritemaster, or Master of the Hunt, leads the pack. The Hunt is just that; the criminal is hunted down and killed by the pack. There is no quarter given, although (for what it's worth) death exculpates the condemned Garou. Many tragic stories tell of a werewolf forced to choose between violating his word and committing a grave crime. Such Garou, so the stories go, chose to honor their word and were Hunted, but displayed such valor during their last stand that they gained much posthumous renown. System: This rite can be roleplayed using the tracking rules given in Chapter Six. Alternatively, it can be simulated by rolling the ritemaster's Charisma + Rituals (difficulty of the condemned's Rank + 4). Failure means that the condemned fought well and is accorded much posthumous Glory, while a botch means that he eluded his Hunters and can live out his life as a Ronin. Satire RiteLevel Three A more serious version of the Stone of Scorn, a Satire Rite is a special song, dance and/ or drama crafted by the Half Moons and Moon Dancers for the sole purpose of ridiculing the offender. This rite is always performed at a moot while the offender sits in full view of the sept. Because the Garou keep careful oral histories, the Satire will be remembered and passed down through the ages. Any werewolf so "honored" loses much renown. Cubs snicker as they sing lewd verses from the rite, and adults will forever use some of the wittier quotes and embarrass ing movements from the rite when referring to the offender. While such stories are usually confined to members of the offender's own sept, Tricksters and Moon Dancers are all too happy to spread the new Satire to any Garou they encounter. System: The difficulty of this rite is the offender's current Rank + 4. If successful, the offender loses one permanent Rank level (reduce his Renown to the beginning amounts for the next lowest rank). The Garou can earn new renown and rank normally. If this rite fails, the Garou loses nothing, while a botch causes the ritemaster to lose five points of Wisdom as she becomes the object of the rite. The Rending of the VeilLevel Four Sometimes known as Actaeon's Folly, this rite is used to punish a human who offends the Garou greatly. The offense does not have to be against the Garou per se, but it may be any act against Gaia or Her children. This rite drops the Veil, forcing a human to see and remember the Garou for the duration of an all-night hunt. The ritemaster leaves a small bag of burning dung and herbs near the sleeping victim. When the victim awakens, the Veil has been burned away from his mind. The following hunt may or may not end in the human's death. Those humans left alive are often rendered insane, their unprepared minds unable to accept the truth revealed by the rite. Some few, however, overcome their fear and heal. This rite is not considered a breach of the Litany. System: The ritemaster must place the specially prepared bag of dung and herbs within 10 feet of where the victim sleeps. The bag smolders when the ritemaster performs the rite. The ritemaster does not need to be near the bag to enact the rite. Failure leaves the Veil intact. A botch causes the Garou herself to fall under the Delirium for one night. Gaia's Vengeful TouchLevel Five As one of the greatest punishments among the Garou, this rite is reserved for traitors, those who consort with the Wyrm or cowards whose actions (or lack thereof) cause the deaths of many others. At least five werewolves drag the traitor to a spot of hard, cracked earth and stones. The ritemaster then stabs a sharpened twig or stone into her own hand as she recites the traitor's sins against Gaia. Smearing her blood over the traitor's eyes, ears and forehead, the ritemaster cries in grief and rage. As the blood and tears drip to the hard ground, the rite takes effect. From that moment on, whatever of Gaia touches the traitor transforms into razor-sharp silver so long as it touches his flesh. Crinos hunters then chase the traitor like a dog. The ground beneath the traitor chews into his feet, and his death becomes an agonizing ordeal. The offender's name is then stricken from all histories, and it will be spoken only as a curse from that moment forward. System: As long as the ritemaster's blood touches the traitor's body, the traitor cannot step sideways into the Umbra. No one survives this rite.
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Posted: Tue Apr 29, 2008 8:49 pm
Rites of Renown These rites celebrate both the specific accomplishments of an individual Garou and his achievement of a new station in the pack or sept. Garou long to receive such rites as much as they fear facing a rite of punishment. System: When performing this type of rite, the ritemaster's player must make a Charisma + Rituals roll. Rite of AccomplishmentLevel Two This rite is used to honor a werewolf and recognize the trials he has endured to attain his current standing. An elder will call the honored Garou forward, much as the Garou might be called forward should the elders want to punish or criticize her. As the Garou advances, the elder begins listing all of the things the Garou did to gain the acclaim. The Rite of Accomplishment then takes place, and anyone who wishes to speak on behalf of the Garou being honored may do so. In conclusion, the elder says something along the lines of, "She is made greater in her tribe, her sept and greater among the People everywhere. Let this be known." System: This rite is performed when a character has 10 points of temporary Renown in a category and wishes to gain a point of permanent Renown. The difficulty is only 4 unless someone disputes the rite. (In such an instance, the difficulty rises to 6.) Only one success is required. A failure on the roll is considered indicative of a failing in the applicant. The ritemaster often receives a portent from Gaia showing the unworthiness of the applicant. If the roll botches, the applicant must undergo a penance before anyone will again give him the Rite of Accomplishment. Such is the injustice of society. It is possible, although rare, that someone will dispute the rite. In this case, the disputer stands and heckles the ritemaster as he performs the rite, making bold assertions about the negative qualities of the applicant. The applicant so insulted must make a Rage roll not to frenzy; if he frenzies, the rite is over. If he keeps his cool, and the rite is successful, no one can rightfully question his worthiness for at least three moons (i.e., no one can dispute any Rites of Accomplishment performed on him during the next month and a half). Rite of PassageLevel Two After a cub undergoes his First Change and becomes aware that he is a werewolf, he must undergo his Rite of Passage. Werewolves are not accorded adulthood or respect until they pass this seminal rite; they are mere cubs until that time. They are not even considered true Garou, and Shadow Lords do not refer to them as such until this rite is completed. Similarly, a cub is not a member, of any tribe until his Rite of Passage. A male cub born to the Black Furies, for example, becomes a member of whatever tribe will offer him a place among them by use of this rite. During a Rite of Passage, the cubs must complete a dangerous quest meant to prove that they have courage, honor and wisdom befitting a werewolf. However, few cubs undergo this rite alone. They are often joined by their pack-to-be, other cubs who are also coming of age. The ritemaster commands the would-be pack to go out into the world with a definite goal to achieve, and he forbids it to return until it has tried its best to accomplish this goal. Different tribes impose different goals, although multitribal septs usually reach a compromise. A Wendigo rite often takes the form of a visionquest, while the Get of Fenris commonly send their cubs into combat with Wyrm-spawn. Invisible spirits sometimes accompany the cubs in order to watch over them and report their doings to the elders. If the cubs succeed in their quest, a ritemaster performs this rite upon them, marking them with a pictogram that brands them as full-fledged Garou. These pictograms are usually painted, but the Red Talons carve them into the flesh of the young heroes. If the cubs fail, however, they are considered second-class citizens until they are granted another opportunity to prove themselves. System: Before the Rite of Passage, Garou are not yet Rank 1. Their teachers do not teach them any Gifts until the Rite of Passage is complete. Rite of WoundingLevel One This rite celebrates a Garou's first battle wound. Each tribe marks this moment differently, but all honor this sign of courage. Many tribes rub ash into at least part of the wound to form a scar of remembrance. The Get of Fenris always end this rite with a fierce all-night revel filled with drinking and fighting. By contrast, the Children of Gaia end their Rites of Wounding with prayers for peace and understanding among all creatures. System: Only the wounded character and the ritemaster must be present for this rite, although the werewolf's pack and sept are normally present. The wounded character receives two points of Glory if this rite succeeds.
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Posted: Tue Apr 29, 2008 8:54 pm
Seasonal Rites Seasonal rites vary from tribe to tribe and place to place. Each tribe and sept has its own means of celebrating the turning of the seasons. Some septs celebrate only the major rites of the solstices and equinoxes; others perform a rite at least once per moon. The rites below are the most popular. They are fundamental rites celebrating Gala's constant cycle of life-in-death-in-life. These rites renew the Garou's connection to Gaia as the Earth Mother. Some Garou even believe that were such rites to cease entirely, dire repercussions would result. A few of the more mystic (or perhaps just crazier) Garou insist that if such rites weren't performed, Gaia herself might find no point in continuing the cycle, and the world would enter a perpetual Fimbulwinter... or worse. System: Seasonal rites must, obviously, occur at the exact time of year the particular rite celebrates, and at least five Garou must attend. When performing the rite, the ritemaster must make a Stamina + Rituals roll (difficulty 8 ). If performed at a caern, the difficulty of the roll is 8 minus the caern's level. Therefore, a seasonal rite performed at a Level Three caern has a difficulty of 5. Rite of the Winter WindsLevel Two On the longest night of the year, Garou enact this rite as a salute to Helios and an encouragement for him to begin lengthening the days again. Some werewolves believe that if this rite is not performed, the nights will continue to lengthen until Gaia has fallen into a terrible twilight state of perpetual pain. Most modern werewolves consider this mere superstition, but even such skeptics participate enthusiastically in the rite. The Rite of the Winter Winds is rarely the same from sept to sept. European Garou practice a common version that begins with the ritemaster gathering the Garou in a circle around a small bonfire. She then leads the group in an extended howl that begins as a low, rumbling growl and eventually rises to an ululating crescendo. When the ritemaster feels that the tension is at its height, she leaps forward, snatches up a burning branch and runs into the woods. The other Garou follow her, grabbing branches as they go. Running as swiftly as they can, the Garou make as many frightening and strange noises as possible. This rite is performed both to encourage Gaia's labor in giving birth to the sun, and to frighten off any minions of the Wyrm that might be lurking about, ready to snatch the newborn sun or harm Gaia as she turns her attention away from the surface world. The ritemaster finally leads the howling pack back to the bonfire, where they hurl their branches into the conflagration. Once the fire is raging, the Garou celebrate with a revel that lasts until dawn, at which time they greet the newborn sun with one last, triumphant howl. Rite of ReawakeningLevel Two This rite celebrates the vernal equinox, the time of rebirth. The ritemaster begins the rite at sundown by leading the gathered Garou on a quest into the Umbra. Such a quest is sometimes symbolic, but more and more often as the time of the Apocalypse draws nigh, the questors seek true danger (or it finds them) in the Umbral Realms. The quest always involves seven trials. These trials represent the seven gates that bar the way to the Underworld. Such trials vary dramatically from tribe to tribe, but there are always a variety of challenges presented to the members. One test might involve facing a Bane in combat, while another challenge might consist of finding a fetish lost within the Deep Umbra. Each test requires the participants to relinquish something of themselves, be it a cherished personal fetish, an old grudge or false pride. If the Garou can win their way past these challenge gates, they can renew the Earth, banishing the winter-spirits and paving the way for the green, growing season. At the end of the rite the werewolves return to their bodies. At this time many tribes seek out Garou Kinfolk, or other humans and wolves, and reacquaint themselves with the joys of the flesh, celebrating the incredible beauty of life and the necessity of its continuation in future generations. Not surprisingly, this is the night when a large percentage of metis cubs are conceived. Although such couplings are always taboo, the intense drama of the rite sometimes overrides such concerns. The Great HuntLevel Two This rite falls on the eve of the summer solstice, or Midsummer, when Helios stays longest in the sky and is thus at the zenith of his influence. The short hours of darkness offer the creatures of the Wyrm little place to hide, and the werewolves respond by holding a sacred hunt. Exactly at midnight, just at Midsummer begins, the ritemaster calls upon Gaia to bring to the attention of the sept a creature or creatures worthy of the Great Hunt. In preparation, the Garou chant, howl and tell tales of bravery. Also common is a ritual bloodletting, wherein each Garou cuts herself and sheds some of her blood into a large bowl. The mingled blood is then painted in the form of pictograms on the forehead or breastbone of each of the hunters. At dawn, Gaia sends the waiting sept a sign proclaiming the target of the Great Hunt. This sign may come in any form, from a vision seen by an entranced Wendigo ritemaster to a news story flashing on the screen of an old television in a Bone Gnawer caern. Although the person or creature chosen by Gaia is almost always associated with the Wyrm, Gaia demands on rare occasions that one of her own be sacrificed in the Great Hunt. Only the greatest warriors are ever chosen as the targets of a Great Hunt, and Gaia demands such a sacrifice from her children only in times of great need, for the freed spirit of such a warrior is said to transform immediately into an avenging angel for Gaia. The Garou have only until midnight to complete the Great Hunt. If successful, the blood of the fallen creature is spilled onto Gaia's soil (or into the ether if the Great Hunt takes place on the Umbra) as a sacrifice to Gaia. If the hunters fail to slay their quarry, it is considered a terrible omen for the coming year. Some Theurges say that no sept will succeed at the Great Hunt during the year of the Apocalypse. At the least, a failed Great Hunt means poor luck for the sept in the year to come. Anyone participating in a successful Great Hunt gains Glory. The danger of the particular Great Hunt determines the amount of Glory gained. System: Characters participating in a successful Great Hunt gain — presuming the target is of average threat level — three points of Glory Renown. If the Great Hunt is unsuccessful, each participating character loses two points of Glory Renown. In addition, the difficulty levels of all rites performed by the sept increase by one until the next Midsummer. The Long VigilLevel Two This rite marks the autumnal equinox, when the season of long days gives way to the season of long nights. Although summer is the traditional season of war among many human cultures, the Garou know that their shadow war will be all the more difficult during the lengthening hours of darkness. To prepare themselves, they hold the Long Vigil, a rite designed to sharpen their appetite for the battles ahead. The Long Vigil begins at sundown, around a raging bonfire (save in some urban caeens). The sept spends the day before the Vigil bedecking the caern with trophies of war collected during the previous year. From bent rifles and shredded flak jackets to broken Wyrm-fetishes and strings of teeth to the skulls of Wyrmish monsters to smeared blood mixed with the dust of vampires, all manner of mementos adorn the heart of the caern. As the sun slips below the horizon, the ritemaster begins to chant praise to Helios, thanking him for his blessings during the summer, and praying for his safety in the coming winter. The ritemaster then praises Luna and beseeches her aid in the long nights to come. To aid in the ritemaster's plea for aid, the Galliards of the sept come forward and begin to recite tales of the most glorious battles of the last year and the deeds done in her name. They point to each trophy in turn to tell the story of how it was won from its owner. Particularly eloquent members of other auspices who distinguished themselves in the previous year are sometimes allowed the honor of being the first to tell their own tales. Once the Galliards have finished, the other members of the sept begin to recount their own versions of the great deeds of the previous year. The tale-telling lasts all night; as dawn approaches, the ritemaster invokes Luna one final time. He dedicates all the deeds of the previous year to Luna, her brother Helios and her sister Gaia, and he promises that the year to come will be just as glorious with Luna's blessing. As the rite concludes, the Garou hurl as many trophies as possible into the bonfire, destroying their hard-earned mementos as a sign of faith that they will take many more in the year to come.
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Posted: Tue Apr 29, 2008 8:57 pm
Minor Rites Minor rites are the rituals that the Garou incorporate into daily living. Almost all Garou know and use at least a few such minor rites. An almost infinite variety of minor rites is available to the Garou. The following rites are but a small sampling. Many Garou develop their own unique minor rites to help them reaffirm their connection to Gaia, their totem spirit or each other. System: Players may purchase minor rites at one-half the normal Background cost (two for one). Similarly, minor rites may be learned in half the time it takes to learn other rites. Minor rites take only two to five minutes to enact, much less time than other rites require. Werewolves who perform a minor rite regularly find it easier to achieve certain goals. The Storyteller should require players to roleplay the invocation of these rites occasionally, to emphasize that a character is performing them regularly. Bone RhythmsA werewolf performs this rite in homage to her totem spirit. Each spirit has a different rhythm connected to it, and the Garou taps out her spirit's rhythm with special drumsticks to honor her totem. Such "sticks" are traditionally made of bone, but they can be fashioned from any material. System: Any werewolf who performs this rite three times per day for at least three consecutive days gains an additional die to any one roll while in the Umbra. Once this die is used, the Garou must rebuild the energies for an additional three days before regaining the extra die. Breath of GaiaDuring this rite the werewolf breathes deeply of Gaia's breath — that is, clean air — 13 times. While so breathing, she clears her mind of all things save her love of Gaia. System: The character must perform this rite at least once per day for one full cycle of the moon. So doing enables the Garou to lower the difficulty level of any one healing or detection roll by two. Greet the MoonThis rite is an exuberant paean to Luna. During this rite, the Garou howls an elaborate greeting to the moon. This greeting varies with the phase of the moon. System: Performing this rite each night at moonrise for a full phase of the moon enables the character to add one die to all rolls involving social interactions with Garou of that phase's auspice the next night the moon reaches the phase in question. Greet the SunCertain Children of Gaia and a few Uktena and Wendigo practice this rite. It is similar to Greet the Moon, but it is performed at sunrise. System: The Garou must sing Helios' praises for nine consecutive days. If the Garou does so, Helios grants his devotee an additional die when attempting to sense Wyrm creatures or Wyrm-taint, provided the werewolf continues to sing his praises daily. If the Garou misses even one day, he must begin this rite anew to reap its benefits. Hunting PrayerThis common rite takes many forms, but it always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou chooses some item to hold her prayers. This item can range from an old belt to a tooth, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new item and start her prayers anew. System: If a Garou performs this rite before every hunt for three turnings of the moon, she receives an additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she hunts even once without praying, she must renew her prayers for another three months before again receiving the bonus. Prayer for the PreyA specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, subsequently thanking the spirit of the prey for giving its own life that the Garou might survive. Performing this rite is a sign of respect to Gaia, her children and life itself. System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature's spirit.
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