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Rites: Mystic

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Mystic Rites rites bring the Garou into direct contact with the Umbra and the spirits. Most of these rites are performed alone.

 

Related Rites Pages: Rites - Accord - Caern - Death - Minor - Punishment - Renown - Seasonal - Tribal

 

Basic Rites

 

Rite of Invocation of the Spirit's Gift

Required: You need to spend 4 downtimes to learn this rite as if advanced rite. Required: You must have been taught the Gift to be invoked by a spirit. The blessings of a totem do count (if you are fully vested in that totem), but loans through such effects as Friend in Need do not, nor do any Gifts taught directly by another character who knows it.

Time to perform:  Either the standard time for difficulty of ritual, or ten times the normal time to invoke the Gift, whichever is longer.

Challenge: same as the gift being copied /If the Gift normally does not require a challenge: Social vs 12 for basic, 16 for intermediate, and 20 for elder Gifts. If the Gift normally does require a static challenge, either the normal challenge at +2 traits for basic, +4 for intermediate, or +6 for elder, or the above challenge, whichever is greater. If the Gift normally involves an opposed challenge, both the static above and the opposed challenge must succeed.

Number of Ritualists: 1

Description: Hunts Tomorrow created this rite through extreme trail and error to combine gifts together. By using this ritual, you may call upon the spirit that instructed you in a particular Gift to empower it to some greater purpose. The uses of this ritual are many and varied, and none should be taken lightly.

Effect: Allows Ritemaster to "cast" any gift they know as a ritual, with all appropriate costs. Used to add gift effects into Rite of the Ziggurat. When performing this rite, you first select a Gift. You then beseech the spirits, seeking to create an effect which is similar to that Gift but in some way an extension of its normal power. The ritual is performed as if of the same level of the Gift, i.e., invoking an intermediate Gift requires the time, number of participants, and challenge difficulty of an intermediate Rite. The exact effect is entirely up to ST discretion, and should seldom work the same way twice, but some examples follow:

Invoking the effect of the Flames of Hestia could allow the Gift to burn away great Taint, magical poisons, or other impurities that would normally exceed the power of the flames. As an Intermediate Gift, this would require thirty minutes and three participants; the Gift's Gnostic challenge, at an increased difficulty of 12 traits, would replace the normal ritual challenge. This would be a Rite of Accord.

Invoking the Gift of Mule's Bane would be employed as a Punishment Rite. This would require the target be present for the ten-minute duration of the ritual; a participant accepting their punishment could relent to the opposed challenge, but a static of 12 socials would still be required to impose the ritual's effects, which would likely be to extend the duration of effect for a full night or even as long as a month (a reasonable upper limit on basic punishments).

Invoking the Elder Gift Fabric of the Mind could be used to create truly permanent objects or even beings, far beyond the scope of its normal effect but at significant expenditure. Such an invocation would require the Elder to have five assistants and an hour, making a social challenge against 20 traits (being rather greater than the static for the Gift). One such invocation could create gold and jewels sufficient to permanently acquire Resources (possibly expending permanent mental traits of the same xp cost as the Background, but obviating any need for time or other justifications); another might create a being with supernatural traits, such as a fabricated Garou capable of spending Rage but otherwise obeying normal duration rules. With a Gift of this power and versatility, many things are possible, and few predictable.

Invoking the Gift Book of Years could be powerful, but also very dangerous. As an Intermediate Rite, the three participants would be drawn into visions of the past more precise and elaborate than what the Gift would normally provide, but the time required would be extended to a full ten hours per five hundred years, such that a longer trance might require elaborate methods to keep them from starvation or dehydration. Moreover, the static required to retain the trance, a Willpower challenge against 11 traits, would not only threaten the ritualists with being drawn into the Legendary Realm, but with its augmented power quite possibly bystanders or the local Umbrascape.

Duration: This is one of the many factors which might be extended by invocation.

 

Appease the Traffic Gods

Required: A toy car, similar to the vehicle you're driving.

Time to Perform: One turn

Challenge: Social vs. 11 Traits

Number of Ritualists: 1

Description: Developed by city-dwelling Garou to facilitate travel, this ritual implores the pattern-spiders that control a city's traffic patterns. It is a quick rite in which you roll a toy car across your own dashboard and murmur a prayer for the pattern-spiders' aid.

Effect: A safe and efficient route through traffic opens in front of your vehicle. Red lights turn green just as you reach them, traffic jams clear up, and you discover effective detours around road construction or accidents. These options always obey local traffic laws.

Duration: One trip through traffic

 

Rite of Disorderly Conduct 

Challenge: static Social vs. difficulty based on the amount of corruption -- from four Traits for weak Weaver-taint, to nine for strong Weaver-taint. Reduce the difficulty by one if the Rite is done at dawn.

Number of Ritualists: 1

Description: Created by Audrey Blood Price. This cornerstone rite of the Garou serves to purify a person, object, or area from the spiritual corruption that comes from contact with the Weaver. In its most common form, the Ritemaster carves a counterclockwise circle into the ground around the subject to isolate the trait emenations. They purify the air with a burning branch or stick of incense. They dip a switch of willow or birch into pure water or snow, with which they sprinkle the subject. Assistants in the rite will howl or growl to frighten away the unbalanced spiritual forces. Performing this rite at dawn, a time of renewal, gives it special potency.

Effect: The target of the rite is purified of all weaver taint

Clarification: Rite of Disorderly Conduct may be used on Self.

 

Baptism of Fire

Required: Perform this ritual by the light of the infant's auspice moon.

Challenge: static Social vs. 6 Traits

Number of Ritualists: 1

Cost: 0-5 Mental Traits

Description: When Garou and their kinfolk have children, it is customary to test those children immediately to discover whether they have the potential to Change. The baptism of fire is as a blessing and a protection. It is performed by the light of the child's auspice moon, beside a ritual fire. They are dipped in a bowl of water, if the child has the potential to become a garou the water will glow, and a kin fetch will be placed in the child. With this kin-fetch the child can be sensed as a garou with gifts like Scent of the True Form.

Effect: To spiritual senses, the child is marked with the glyph of the tribe who claims it. A spirit called a kin-fetch will watch over the child until it Changes. It will alert members of the tribe whenever the child is in danger. The kin-fetch isn't foolproof -- it's a weak spirit and prone to distractions -- but the extra Mental Traits you spend while conducting the ritual will add to the spirit's Gnosis in any challenges relating to its task.

Duration: Until the child dies or Changes, or the spirit is destroyed

 

Rite of Becoming

Required: This rite can only be performed at an Anchorhead.

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Description: This ritual creates a sympathetic connection to a grounding-place in the spirit world called an Anchorhead. This connection lets you travel safely into the Deep Umbra. Braid together three strands of hair or thread, three pieces of copper wire, and three tendrils of vine; wrap this around your wrist and howl three words of power. Different tribes modify the ritual: Uktena drink a psychotropic potion to loosen their spirit for the journey, Black Furies always travel in threes, etc.

Effect: Breaking the braid rescues you from the deep Umbra, returning you instantly to the Near Umbra. You take one Aggravated damage by returning this way.

Duration: Until you return from the Deep Umbra, or until the braid is destroyed.

 

Rite of Binding

Challenge: Willpower vs. the spirit's Gnosis (minus one for each Gnosis you spend to power the rite)

Cost: 1-5 Gnosis and 0-5 Mental Traits

Number of Ritualists: 1

Description: One of the most central rituals to a Theurge's work, the Rite of Binding unites a spirit with an object, place or person. The spirit powers a single-use effect called a talen, or performs some other task while bound. Garou offer payments called Chiminage to Gaian spirits in exchange for this service. Unwilling spirits, on the other hand, cannot usually be bound unless they are first subdued -- by beating the spirit down to zero essence, for example.

Effect: The spirit is bound to an item, place or person of your choosing. Binding a spirit to an object this way is how you create a talen.

Duration: One week, plus an additional week per Mental Trait you spend. If you create a talen, it lasts until used.

 

Rite of the Corkboard 

Number of Ritualists: 1

Cost: 1 Temporary Willpower (at the following game), per downtime spent on ritual. Automatic Failure on Insomnia and/or Nightmare flaw chops if applicable (next game).

Description: The impaired mortal mind is often able to make connections it could not while rested and uninhibited and the mind of a Garou is no different in this respect. Through drugs, caffeine, or even deliberate sleep deprivation, the rite master enters and           extended fugue state where he is able to connect the dots and find how his enemies hide by picking over the finest details from any source of knowledge available. All clues, hints, instincts, and ideas are pinned to a map board with seemingly endless strings           weaving the web of deceit being cut through. Visions and spirits may even trickle across the rite master's eyes to guide the hand to place the pins along the path of truth.

Effect: Learn of a lead or a plot hook at ST discretion. This may be an enemy to the Sept, an enemy type the ritualist has at least 1 lore of, or a previously unrealized concern worth investigating to get "the real facts".

          Duration: 1 Downtime

          Special: Cannot be used on game floor.

 

Rite of the Cup

Required: A cup to hold the water and the Gnosis

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Cost: Each participant in the rite must spend one Mental Trait.

Description: You fill a cup with water and pass it around a group of Garou and spirits. The cup becomes a ritual medium for the exchange of Gnosis.

Effect: The participants in this rite may redistribute their Gnosis as they see fit. The Ritemaster makes the final call if any conflicts arise about how to distribute the Gnosis. This rite may not raise a Garou's current Gnosis over their permanent rating.

 

Rite of Feeding the Wolf

Required: You must go to a wild place, and act in a feral, animalistic fashion (enough to get sweaty and filthy)

Challenge: Static based on location (11 in wild places, 14 in wild places without animals larger than rats, and 16 in tame places like a house's yard)

Number of Ritualists: 1

Cost: 1-5 Social Traits

Description: The Garou goes to a wild place, even if it is a vacant lot overgrown with weeds, and acts in a feral, animalistic fashion for long enough to become dirty.  He may be in any form while doing this.  Upon success, the character gains 1-5 Rage Traits, based on the number of social traits spent (these rage do count towards your Rage total when testing for Frenzy).

Duration: The Rage Traits remain for one scene, any not spent are lost afterwards.

 

Rite of the Peacock

Challenge: static Social vs. 10 + the level of the Fetish

Number of Ritualists: 1

Description: Performed regularly, this rite strokes the ego of a spirit inside a fetish, assuring it that it is valued and important. First, give an appropriate performance of song, howling, dance or poetry, in the spirit's honor. Continue by speaking effusive praise for the spirit. Complete the rite by holding the fetish over your head and chanting its name three times.

Effect: A fetish under the influence of this rite cannot become cursed.

Duration: One month

 

Preserving the Fetish

Challenge: Static Social vs. 10 Traits

Number of Ritualists: 1

Description: This rite is designed to honor and preserve a spirit within a fetish, or other spirit-imbued object. Each Garou who practices the rite introduces small variations, depending on the type of spirit and fetish involved. The rite generally includes cleaning the fetish, and perhaps even re-coating damaged layers of paint or making other such similar repairs, though many Garou (and spirits) prefer fetishes that appear to be veterans, not brand-new. This rite is often assigned to cubs, who are subsequently given the task of maintaining the fetishes of the sept. This is usually also the only time cubs are allowed near the arsenal of the sept.

Effect: The bearer of a fetish which has had this rite performed upon it gains an additional retest on challenges to activate that fetish.

 

Ritual of the Questing Stone

Required: You must know the name of the person or object you're trying to find.

Challenge: static Social vs. 11 Traits, or vs. 10 Traits if you possess an item that belonged to the target

Number of Ritualists: 1

Description: Centering yourself and concentrating on a known target, you gain a sense of where to find it. This rite takes a form of dowsing, where the ritualist suspends a stone or needle by a thread. Modern-minded Garou have been able to perform the rite with a map and a compass instead.

Effect: You gain a sense of the target's general location -- although not its precise position.

 

Read All About It

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Description: This rite grows increasingly out-of-date in an instant-messaging age, but it's still secure and useful for tribes like Bone Gnawers who don't tend to keep cell phones. Taking a magazine or newspaper, you place a spiritual message in all copies of that paper which only Garou can read.

Effect: A message of 100 words or less appears in all copies of the relevant periodical, in a location you specify. Only Garou can see the message. A spiritual sense draws Garou eyes to the message: its readers realize the words have a supernatural origin.

 

Renewing the Talen

Required: You must have just used the Talen in the same session as this ritual is performed.

Challenge: Static Social vs 11 Traits

Number of Ritualists: 1

Description: Some talens can be "refueled" using this rite.  This rite charms and seduces the spirit involved to return to the talen, and must be performed through singing and enticing and other forms of beguiling.

Effect: By performing the rite prior to the Rite of Binding, the user gains a +2 trait bonus for performing the Rite of Binding to "refuel" a used Talen.  (This Ritual does not refuel a Talen on its own, the Rite of Binding must still be performed)

 

Rite of Silence

Required: You must perform this rite in a dark room or cave, where you whisper your darkest secret.

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Description: By going into a dark place and whispering your darkest secret to Raven-spirits, you make yourself as silent as a bird on the wing. Hopeful of hearing more, the raven-spirits whisk away any sounds you make.

Effect: You cannot directly make any sound, even accidentally. Your footfalls are silent; doors you open don't creak; guns you fire don't even whisper. Indirect effects -- like that bullet shattering glass -- can still create noise.

Duration: The effect ends when you choose to speak. The raven-spirits leave, disappointed that you don't have another secret to share. They discard all the sounds they took from you during the rite, which has the effect of surrounding you with noise for a few minutes.

 

Rite of Spirit Awakening

Challenge: static Social vs. the spirit's Rage

Number of Ritualists: 1

Description: With this rite, you rouse the sleeping or inactive spirit of an ordinary object or a plant. Do this by playing a rhythm or performing a song for the spirit, stirring it from its sleep. Other ritual participants can help you by growling out a counterpoint to your music. When performed to awaken a plant, some Garou call this rite "sanctification".

Effect: The spirit of the plant or object coalesces in the Umbra, corresponding to the location of its physical form on Earth. The Storyteller determines if the spirit is friendly or hostile. Some plants effectively become single-use talens when awakened, with different plant-spirits granting different effects.

 

Rite of Spirit Brew

Required: A sturdy and mystically-prepared container for the water.

Time to Perform: Several hours of prayer and meditation, followed by three days' wait.

Challenge: Social vs. 11 Traits

Number of Ritualists: 1

Description: You prepare a container to hold not only water to quench your thirst -- but also Gnosis to replenish your spirit. Fill your special container with water and perform several hours of prayer and meditation over it. Then bury the container in purified earth. When you recover the container after three days, the water will be charged with Gnosis.

Effect: Three points of Gnosis imbue the water. Anyone (who has a Gnosis rating) may drink the water and recovers 3 of their spent Permanent Gnosis (or less based on spent gnosis). This cannot raise Gnosis over cap. 

Note: The brew cannot be "sipped" for portions of the gnosis, it is a 1-shot talen like item and counts against the carried Talens limit.

 

Rite of Summoning

Required: If you perform this Rite outside the Umbra, you must first succeed at a challenge of your Gnosis vs. the Gauntlet.

Time to Perform: The rite takes fifteen minutes minimum. Performing it for hours will reduce its difficulty.

Challenge: Contested Social challenge versus the spirit being summoned. (Note that summoning Incarna and Celestines is inadvisable to one who values one's health and well-being.) Reduce the difficulty by one (to a minimum of three Traits) for each hour spent in the performance of the ritual.

Number of Ritualists: 1

Cost: 0-3 Social Traits

Description: With invocations, offerings, sigils, and prayers, you compel a distant spirit to come to your location and parley. Powerful spirits think of themselves as coming because they are "curious," not because they are "compelled". (They may be right.) Garou use this ritual in many contexts, often as the precursor to negotiating a Binding, a Fetish, a personal or pack Totem relationship, or any number of services.

Effect: The spirit appears before you, but the Social Traits you spend influence the speed of its arrival and its temperament. Spending no Social Traits means the spirit will arrive at its leisure -- within several hours, at least -- and it will be annoyed with you, in need of being placated. Spend one Social Trait to make it arrive quickly -- but be no less annoyed. It takes two Social Traits to ensure that the spirit arrives quickly and in an amiable mood. Three Social Traits spent creates the best-case scenario: the spirit arrives quickly and favorably inclined toward you, since you clearly put so much skill into your summoning.

 

Rite of Talisman Dedication

Required: A mundane object to dedicate -- fetishes and talens don't need this rite

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Cost: One Gnosis per object dedicated

Description: This rite takes a different form for every auspice, who typically perform it by the light of their auspice moon. The purpose is the same: to incorporate ordinary objects into your own spirit, enabling them to accommodate your shifts of form and travel with you to and from the Umbra. You may have a number of objects dedicated to you up to your permanent Gnosis rating. A set of clothes or any similarly conceptually-linked items may count as one object for this ritual; very large items may count as more than one.

Effect: The object you dedicate travels with you across the gauntlet, and it accommodates your form when you shapeshift. It may stretch or shift slightly, or simply vanish into your body, becoming a tattoo or a marking on your fur. Others may attempt to detach these items from you by spending a Willpower.

Duration: Permanent, or until you trade the dedicated object out for a different one.

 

Rite of Transition

Required: A fetish to pass to a new bearer

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Description: This modern rite, developed by Konstantin Tears-of-the-Father (a Shadow Lord Theurge), is a ritual transference of a fetish to a new bearer. The ritualist uses the four elements to honor the fetish's spirit as it changes hands.

Effect: The Gnosis cost for the new bearer to attune the fetish is reduced by two, to a minimum of one. If the ritualist fails the rite, they throw two rock-paper-scissors tests: failing both means the rite has been botched, which releases the spirit in the fetish from its service.

 

Rite of Tying the Snare

Required: You must walk or run around the area where you mean to trap your target, and you must have a name by which to identify your target. 

Challenge: Mental vs. 11 Traits

Number of Ritualists: 1

Cost: 0-5 Mental Traits

Description: This ritual invokes the assistance of Snare-spirits -- minions of the Weaver whose business it is to make the city a difficult place to escape. You perform the ritual by walking around an area like a building, and invoking the name of the target you mean to ensnare. You complete the rite by tying a knot in the mystical energies around the area -- which may involve physically tying a knot in a piece of string, simply tracing a Gordian pattern in the air, or whatever gesture suits you.

Effect: One means of escape from the area (plus one additional means per Mental Trait you spend) becomes blocked for your target. Doors jam, elevators lose power, and windows refuse to open or break. Your target suffers a one-Trait penalty (plus one for each Mental Trait spent) to all challenges that involve them trying to escape the area.

Duration: Until your target successfully escapes -- if ever.

 

Rite of Unsalting the Earth

Required: Two Garou stride the perimeter of the area to be affected.  One carries a bowl of water, the other a bowl of blood (chicken blood is usually sufficient) and they sprinkle this on the ground as they walk.  A third Garou then crosses the boundry of blood and water and makes a ritual furrow from one end of the field to the other.  No tools may be used, or the entire effect fails.

Challenge: Mental vs 11 traits

Number of Ritualists: 2

Description: Perhaps the gentlest Wyld rite, this serves to reconsecrate barren ground to the service of life and growth.  Originally used to restore cropland salted by the Romans, this rite is used more frequently these days to reclaim lands that have been tainted with pollution or paved over and subsequently abandoned.

Effect: If the rite is performed properly, the site becomes much more Wyld-friendly and fertile, and may well actually produce life come springtime.  In addition all Wyrm and Weaver creatures suffer a 1-trait penalty to all actions taken within the consecrated area.  This effect lasts for a year and a day.

 

Rite of the Ziggurat

Required: Several groups of Garou are performing rites simultaneously, on different floors of a multilevel structure.

Challenge: Mental vs. 11 Traits 

Number of Ritualists: 1 for this Rite, with additional Ritualists for each Rite performed in the Ziggurat. 

Description: Urban septs discovered that performing many rites in concert can empower them all. This ritual focuses a column of that spiritual energy. Coordinate a number of rites to occur at the same time at different levels of a structure like a skyscraper, bell tower or pyramid. Success at this ritual will increase the potency of all the rites -- most especially the topmost rite.

Effect: The rite being performed at the top of the "ziggurat" gains a Trait bonus to its challenge equal to the total number of rites being performed. In addition, at Storyteller discretion, many more spirits gather to these rites than is the usual, with whatever effects seem interesting.

 

Intermediate Rites

 

Rite of the 13th Floor 

Challenge: Static Social vs. 14 Traits 

Follow-Up Challenge: Extended Social vs. 14 Traits, maximum five successes 

Number of Ritualists: 1

Description: The Garou keep many secrets, something that becomes tricky in the enclosed and overpopulated realm of the city. This rite draws upon the power of local superstition, allowing either for example: the 13th floor of a tall building, hotel rooms 1, 1408, 237, 217, ect. The performance of the rite involves placing unlucky symbols such as pictures of black cats or the number "13" by the entrance of the place to be hidden. Some ritemasters trying to conceal a hotel room perform a fake ritual murder in the bathroom; those with a captive loyal to the Wyrm may go the extra distance to make the ritual real. 

Effect:  If the rite is successfully enacted, observers must succeed on a Willpower Challenge (difficulty of 3 + the number of successes achieved in the Extended Challenge) to actually see the button or entrance to the hidden region. If an actual captive is sacrified in a genuine murder, the difficulty for the Willpower Challenge increases by an additional two. This rite affects the perceptions of anyone, supernatural or mortal, who isn't present at the ritual. The effects last for one day per success on the Extended Challenge.

 

Rite of the Blood kin

Challenge: Static Social vs. 10 Traits

Follow-Up Challenge: Extended Static Social vs. 10 Traits

Number of Ritualists: 1

Description: Finding friends in an unfriendly world can be a challenging and even dangerous task. This rite discovers any Kinfolk unknown to the werewolf. Any Garou undergoing this rite enters a hypnotic state wherein he whispers the names of his ancient relatives. At the end of this lengthy rite, the identities of his existing Kinfolk are mystically added to the list. The rite, however, cannot tell the Garou anything about the disposition of the Kinfolk; neither does it reveal Wyrm-taint or other supernatural influence. The ritemaster need only make sure that the questing Garou remains calm upon entering the trance. For the rite to be successful, nothing can disturb the ritualist's concentration.

Effect:  For each success on the Extended Challenge (minimum one), the identity of one previously unknown Kinfolk within 100 miles is made clear to the Garou.  

 

Rite of Untwisting the Flesh 

Required: Teacher must be a Philodox. This ritual only works on those who have been transformed from their true form against their will. 

Time To Preform: 1 minute for each victim being effected 

Challenge: Static Willpower vs 7 traits to infuse the crystal with Rage. 

Social vs Static 12 +1 for each additional victim being affected beyond the first. 

Cost: 1 Rage per victim affected 

Number of Ritualist: 3+ 

Description: After having seen the effects of vampiric magics to twist the flesh of humans into parodies of furniture several times a Child of Gaia Philodox had had enough. Using the rites The Invocation of the Spirits Gift, the Child of Gaia rite The Last Blessing and the Philodox gift Take the True Form the Child of Gaia used them as basis for the development of this ritual. 

This ritual will only revert those who were changed from their true form against their will. The rite master and two assistants prepare an Amethyst crystal and each transfers a number of points of rage equal to the total number of people to be affected. The Amethyst crystal, if successfully prepared, will turn a deep red. If unsuccessful the crystal explodes. See Effect. 

With a successfully prepared crystal the Rite Master then performs the rite. Calling upon the transformational energies found within a Garou’s rage to force the transformed victim to return to the form they were born to. This rite will restore the number of victims to their true form once more. Flesh is made whole, any missing limbs or organs are regenerated, but the rite does not fix any of the associated mental trauma. 

Effect: Crystal: Each person involved must pool a number of Rage points equal to the total number of people being converted back to their true form. If not enough Rage can be had the Rite Master takes a level of unsoakable aggravated damage for each point of missing Rage. Perform the static. On a Failure the Crystal explodes dealing 3 levels of aggravated damage to each ritualist who must then test for Frenzy vs twice their permanent Rage. Standard Frenzy rules apply after this. 

Rite: Perform the static. Upon success the victims are returned to their original form. A failure means the rite must be started over from the beginning as the crystal crumbles to dust whether or not the rite succeeds.

 

Rite of the Rewoven Veil

Required: Teach must be either a Child of Gaia or Black Fury

Time to Perform: 1 hour

Challenge: Extended Mental vs Difficulty set by ST

Cost: 1 Gnosis +1 Willpower

Number of Ritualist: 1 

Description: The rite was developed by a Child of Gaia who had seen too many minds broken by the horrors they were subjected to. Using the rites Rite of Comfort and Soothing the Scar he came up with a way to reweave the Veil around the minds of those who had seen too much. The rite does not remove the memories of the events, but changes them in much the same way the Delirium lets humans rationalize the sight of a Crinos Garou. This right is not a perfect solution, but it keeps the need for spilling innocent blood down.

The Rite Master takes a drop of blood from the person being affected and a drop of their own blood mixed into a bowl of pure water with a mixture of herbs related to memory. The Rite Master then drinks the mixture to create the link to the victim’s memories. 

Effect: The Rite Master makes an extended test versus the difficulty set by the ST. This difficulty is determined by the level of mental damage done to the victim. A total of 5 successes over the hour period is needed to change the memories of the victims. Fewer than 3 successes present a failure, fewer than 5 successes represent only a partial fix to the memories...with interesting ramifications. 

Duration: Permanent, though supernatural powers that affect memories can potentially trigger the true memory that has been veiled. 

Limit: This rite may only be performed on a person once a lunar cycle due to the mental shock. Performed more than once a lunar cycle will result in Derangements, Nightmares or both inflicted upon the subject of the rite.

 

Rite of the Blackened Moon

Required: This is a rite of the Philodox auspice. Either you or your teacher must be a Philodox for you to learn this rite.

Time to Perform: 30 minutes

Challenge: Mental vs. 7 Traits

Number of Ritualists: 1

Cost: 0-5 Mental Traits

Description: You ward all spiritual influence from an area up to the size of a large room. This creates a dead zone that is anathema to all spirits -- including, to a degree, your own spirit half. Inscribe glyphs of warding around the borders of the area where you cast this rite, then burn incense or an herbal smudge to banish all spiritual influence.

Effect: In the area affected, the Gauntlet rises by one (plus one for each Mental Trait you spent), to a maximum of 10. No Gnosis can be regained in this space, and materialized spirits lose one essence per hour. these effects make Garou in this space feel distinctly uncomfortable.

Duration: One day, plus one per Mental Trait you spent. The rite is often renewed before its duration expires, in order to keep an area warded over a long period. 

 

Rite of Dreaming

Challenge: Static Social vs. 12 Traits

Follow-Up Challenge: Extended Static Social vs. 10 Traits

Number of Ritualists: 1

Description: Enacting this rite enables any number of shapeshifters to travel together through the Dream Zone. The enactor of this rite must paint a series of symbols on each of the rite's participants, all the while intoning the mystic phrases to accompany them. After this is done, all participants imbibe a special pasty concoction of certain mystic herbs, then go to sleep.

Effect: For each success on the Extended Challenge (minimum one), the dream shared by the ritual's participants becomes clearer, and the more control the characters have over it. Characters using this rite may enter Dream either from the material world of the Penumbra.

 

Calling The Spirit Guide

Challenge: Static Social vs. 12 Traits (10 if the ritualist invokes a particular spirit's name)

Number of Ritualists: 1

Description: This rite serves as a quicker way to summon spirits while in the Umbra, but only spirits that can guide the summoner to a location. The spirits summoned with this rite will not teach the character anything or assist in the usual ways, but can be asked to help find a place, person, or item within the Umbra. This rite involves calling out through a specialized dance and chant taught to the Garou as she learned this rite.

Effect: When the spirit appears, it can lead the character or her pack to a Near Realm without difficulty. There is no further challenge required here, but as customary it will want something in return for its services. It can also help search for a place or person. The spirit is not omniscient, and can only help locate the target. The ritemaster gains five Bonus Traits on Investigation challenges throughout the quest, as long as the spirit assists him. The spirit can also attempt to lead characters to the Deep Umbra. In this case, stakes are much higher, and the characters may need to haggle a great deal (but not so much as to offend the spirit) to get a reasonable price. Also, the characters must locate an anchorhead themselves, and they travel into the Deep Umbra at their own risk. If the characters manage to persuade the spirit to accompany them on their entire journey, they will be able to return safely to the anchorhead.

 

Rite of the Fetish

          See the Fetish Creation rules page for further information on using this Rite.

          Number of Ritualists: 1

 

Rite of Homecoming

Required: You must be in good standing with your tribal Totem. The Silent Strider homeland cannot be visited via this rite. 

Challenge: None. You succeed at this rite as long as you take the usual time to perform it.

Number of Ritualists: 1

Description: Tribal homelands are spiritual domains in the Near Umbra where the totem spirits of the tribes hold full sway. This ritual opens the way for you to reach the homeland of your own tribe.

Effect: You and your pack travel instantly to your tribal homeland, from anywhere in the Umbra.

 

Rite of the Sparrow 

Requirement: A sparrow, blood/Ash mixture and the object you wish to transfer.

Number of ritualists: 1-5

Description: The Rite of the Sparrow is performed when the Garou of a sept or pack wish to provide aid or support to a Garou of their number who is currently on a quest of some sort. The Garou performing the rite can only see his target when the questing Garou is traveling within one of the Umbras or is within sight of water. In order to perform the rite, the ritemaster must dip a small bird's feet (usually a sparrow's) into a mixture of blood and ashes. The ritemaster then dabs some of the same mixture onto the Garou before she embarks on her quest. The ritemaster then settles into a trance from which he can watch the questor's progress. If the questing Garou is injured or is otherwise in need of aid, the ritemaster may draw on his own strength and the strength of any other Garou who have participated in the ritual to aid their companion. This aid can come in the form of healing, Gnosis or the transfer of an object to the questor. When such help is given, the ritemaster releases the marked sparrow into the air. More than one sparrow may be used during a given rite

Effect: The rite requires the expenditure of one Gnosis point to create the bond. An additional Gnosis point must be spent whenever any help is granted the questor. Only one act can be performed per sparrow freed. The same is true for Gnosis. Additionally, the Garou participating in the rite must have the object they wish to transfer with them. Placing the sparrow on the object initiates its transfer.

 

Rite of Spirit Pass

Challenge: Static Social vs. 12 Traits 

Follow-Up Challenge: Extended Static Social vs. 10 Traits

Number of Ritualists: 1

Description: The performance of this rite causes spirits in the Aetherial Realm to accept the Garou's presence in their midst without question. In essence, the Rite of Spirit Pass makes Garou almost invisible to local spirits. Those who do notice the Garou experience a positive alteration of their normal attitudes towards visitors. Friendly spirits become actively helpful while neutral ones regard the Garou with amicability. Normally hostile spirits restrain their instinctive dislike for the Garou but may become helpful if offered something of value to them. Note that spirits who act as guardians for Incarnae and their realms are not subject to this rite, and may become hostile if it is cast in their vicinity. A Garou may perform this rite for herself, for another Garou, or for a group. Each participant in this rite must undergo a ritual cleansing and a brief period of meditation in order to purge their material forms of anything that might offend the spirits of the Aetherial Realm. 

Effect: The Garou spends a point of Gnosis to enact this rite. For each success on the follow-up challenge, one individual may benefit from this rite, minimum one.

 

Rite of the fertile Season

Challenge: Static Social vs. 12 Traits

Number of Ritualists: 1

Cost: 0-5 Mental Traits

Description: Performed on the day the last snow melts, the Rite of the Fertile Season exists to ensure fertility for all things — plants, animals, and those humans and Garou engaging in carnal knowledge...Hanky-panky... coitus. Kinfolk are welcomed, nay, demanded at the performance of this rite, which generally grows carnal before much time has passed. A bacchanal of wine, carnality, and passion, the Rite of the Fertile Season has been described as a party with occasional bits of chanting, and that's fairly close to the truth. The Rite, however, is not outsider-friendly. Anyone accidentally intruding has an equal change of being swept up in the madness or being torn limb from limb. Resisting the ambiance is a sure way to meet an untimely fate, while giving in to it can have unexpected consequences. 

Effect: The Rite of the Fertile Season makes anything exposed to it more fertile — almost. (Metis remain sterile as ever.) Enterprising young Garou have begun experimenting with bringing everything from window boxes full of cannabis to crystal growth experiments to the rite, to see how far its power extends. The traditional use of the rite, however, is to ensure the next generation of the Garou Nation. 

 

Rite of the Totem

Challenge: Social vs. 11 Traits

Number of Ritualists: 1

Description: You create a bond between a group of Garou and a patron totem spirit, forming a pack. Anoint the eyes of the potential packmates with a mixture of saliva and sacred herbs, like mugwort or tobacco. Step sideways into the Umbra, then lead the pack on a hunt for their Totem. You may hunt down a particular spirit or follow signs and omens to a totem that chooses the pack. The pack-to-be must earn the favor of the spirit, typically by performing some sort of quest (although a just-completed Rite of Passage will meet this requirement).

Effect: The petitioning Garou are joined in a pack under the Totem. Each player in the pack must purchase the Totem background for their character, at which point all the usual bans and bonuses of pack membership apply.  Note: This ritual is not required to add individuals to the pack, simply to create a brand new pack.

 

Rite of Reefweaver

Required: 1 Gnosis

Challenge: Static Social vs. 14 Traits 

 Follow-Up Challenge: Extended Static Social vs. 14 Traits

Number of Ritualists: ?

Description:The shark-lords are said to have taught this rite to some very brave or very foolish garou long past, in return for a favor involving a sky-stone (a meteorite). It organizes all the spirits in a given region into ecological harmony: Weaver, Wyld, and even some Wyrm-beings can enter into a state of coexistence like the numerous entities of a coral reef. The peace produced by this powerful rite is that of Gaia, not the Weaver. Conflict and death will not cease, but the overall functioning of the system will be balancced and harmonious; humans, Garou, animals, and spirits will all know this on some level. The ritemaster calls out, draws, paints, or otherwise creates a representation of the interconnectedness of all life, spiritual and physical, in the region where he works. He may roleplay this according to the Storyteller's' will. Wyrm entities must be prevented from subverting the process and balanced with spirits of the Weaver and Wyld. 

Effect: The ritemaster must sacrifice a permanent point of Gnosis and make the challenge as usual. The result is a state of balance and a stable "food web" of humans, animals, and spirits, enduring for as many full moons as the ritemaster has successes on the follow-up challenge, minimum of one. For example, a battle-spirit which had been inspiring gang attacks might instead draw potential gang members to violent sports which build brotherhood and community, or a lust-spirit which had made men visit prostitutes might be induced to make their wives and partners more sexually attractive. The rite can be renewed as often as desired, although the price is dear.

 

Rite of Weeping for a Vision 

Time to Perform: 30 minutes

Challenge: Static Social vs. 12 Traits

Number of Ritualists: 1

Description: After preparing and consuming a hallucinogenic and entering meditation on a hilltop, the Garou receives visions. As in the Native ritual it was adopted from, the Garou's spirit travels into the Umbra, where spirits assail her with visions of her possible futures or memories of her past. If anyone disturbs her physical form, the visions end immediately.

Effect:  In the Umbra, the Garou experiences visions and delusions created by spirits who wish to frighten the stranger out of their realm. Among these images, fortunes of the future and reflections of the past can be discerned. Interpreting these visions is never easy, and up to Storyteller discretion.

 

Rite of the Wyld Machine

Required: The Machine to Wyld Awaken

Time to Perform: 10 Minutes

Challenge: Socials vs 9-14

Number of Ritualists: 1

Additional Cost: Social Traits, See Effects

Description: The Garou must howl and dance wildly to awaken the Wyld spirit. It is hard to conceal this ritual. This ritual calls to the inherent Wyld deep within a machine from the natural components that have been reforged by man.

Effects Possible by Spending:

1-2 Socials: Machine agrees to misbehave once in a specific manner, such as shutting down or failing to start. Spend 2 to repeat the behavior.

3-4 Socials: Machine parts stop functioning properly until repaired: meters read wrong, radios get static or wrong channels, vending machines dispense unlisted items. Spend 4 to require supernatural repair.

5-6 Socials: Machine can self mobilize with proper parts installed and gains a sense of wit. Spend 6 to give supernatural mobility.

7+: Machine will follow Garou, even into danger, and may be willing to still follow and order or two. Always becomes veil breaking. ST discretion for further cost requirement.

Duration: One Scene at most.

Notes: It is not unheard of that using this gift is unworthy of renown due to bizarre outcomes.

 

Advanced

 

Rite of Ending Game

Challenge: Static Social vs. difficulty based on complexity of the question being asked, ST discretion

Number of Ritualists: ALL PACK GAME NIGHT

Description: All Garou worry about the Apocalypse, even the Glass Walkers. But the form that the Apocalypse will take isn't clear to anyone. This Gift allows the Garou to see the form and nearness of the Apocalypse, as well as how it will affect her and her pack. The ritemaster and her pack must play a game together. It might be a party game on a Playstation, a board game such as Monopoly or Parcheesi, or an arcade machine. The Bone Gnawers set great store by the divinatory powers of Ms. Pac-Man, while Glass Walkers revere complicated flight simulators and multiplayer first-person shooters. 

Effect: The results of the game provide some hint as to the nature of the next battle the pack must face, and how their victory might tie into the greater tapestry of the Apocalypse War. Follow-up challenges may allow for greater detail of information, although the presentation will always remain somewhat cryptic. ("Okay, now all the ghosts have turned into Blinky, and they're chasing down a bunch of grapes. That's got to mean something.")

 

Required: You must have been taught the Gift to be invoked by a spirit. The blessings of a totem do count (if you are fully vested in that totem), but loans through such effects as Friend in Need do not, nor do any Gifts taught directly by another character who knows it.

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