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Rites: Tribal

Page history last edited by TC STs 8 months, 3 weeks ago

Tribal Rites are those ceremonies specific to particular tribes, arising out of their own cultural beliefs and traditions.

 

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

 

One Garou may teach another a Tribal Rite only if at least one of the two, teacher or student, belongs to the tribe in question. They are guarded as sacred knowledge, which means different things to different tribes. Most Uktena and Shadow Lords, for example, would never teach a tribal Rite to outsider under any circumstances, while many Bone Gnawers and Children of Gaia would share more freely.

 

Wiki Note: Only a fraction of Tribal Rites are listed here. If none are listed for your character's tribe, that doesn't mean they don't exist -- you've just got to go searching the source material. We will attempt to continue to add those that become more and more common in the game.

 

Jump to:

     Black Furies

     Bone Gnawers

     Children of Gaia

     Fianna

     Get of Fenris

     Glass Walkers

     Red Talons

     Shadow Lords

     Silent Striders

     Silver Fangs

     Star Gazers

     Uktena

     Wendigo

 

Black Furies

 

Soothe the Scars

Basic Rite of Accord

Number of Ritualists: 1

Description: Black Furies perform this rite on human women and children that have suffered at the hands of an abusive spouse or parent.  Such abuse can harm the soul in ways still unknown to the Black Furies, but it is certain that sufficient abuse can open a hole wide enough for a Wyrmling to crawl into.  Sooth the Scars is one of the Furies best tools for healing abuse once it has been stopped.

The rite is designed to put the victims at ease immediately; the smoke of gentle incense and scented candles should fill the air, and inoffensive soft music -- not necessarily "spiritual" music; folk songs or children's music are equally appropriate -- should play.  Memories of abuse are coaxed from the victim, and each one is symbolically cast into a purifying fire.  This rite has no direct mechanical effect; the Storyteller should adjudicate its roleplaying effects.

 

Rite of Teaching

Basic Rite of Accord

Number of Ritualists: 1

Description: Conducted only while in Homid form, in the company of human women. The Mistress of the Rite passes ancient secrets of womanhood to her human guests, including aspects of sexuality, childbirth, contraception, the primal connection of Woman to the land, herb lore, and physical and emotional healing.

 

Rite of Motherhood

Basic Rite of Accord

Number of Ritualists: 1

Description: This simple Rite marks a Fury's shift from Maiden status to Mother status. The Mother and child are separated, and the young mother is bound – this may be simply a symbolic binding, or shackles and chains. The mother breaks free and comes to the child's side while Mothers and Crones watch. When she reaches her child, the older women of the tribe welcome her. It provides no mechanical benefit of any kind, and is largely a roleplay centered rite.

 

Rite of Acceptance

Basic Rite of Accord

Challenge: Social vs local Gauntlet rating, retest Occult

Number of Ritualists: 3 Black Furies, Ritemaster must be of at least equal rank to target.

Description: This rite allows the Black Furies to accept a female Garou from another tribe into their own. The prospective Black Fury must fast for 24 hours to purify her body; afterward, she enters a ritual circle while her tribemates-to-be quietly invoke Pegasus from outside the same circle.

Effect: If successful, an avatar, or Pegasus, appears, and the prospective candidate must prove her worth to the Black Fury tribe to the satisfaction of Pegasus. This challenge should be role-played out and may include tests of skill, martial ability, or wisdom. It will be difficult for more accomplished Garou. If the subject succeeds to satisfaction of the Storytellers, the individual becomes a Black Fury.

 

Fertility Rite

Intermediate Accord Rite

Challenge: Social vs. Local Gauntlet rating, retest Medicine

Number of Ritualists: 1

Description: This rite invokes spirits of fertility to return fertility to those who do not have it. It also improves an ordinary person's chance of conceiving. It also works on males, but is almost never used on them. It also works on wolves, and is sometimes done in secret at zoos. It does not work on metis. The rite is done in a healthy forest, in a circle of menstrual blood from a fertile woman. 

Effect: If successful the subject will be rendered fertile within one lunar month. An already fertile subject gains an increased chance of conception. How these effects are expressed is at ST discretion.

 

Meandering Path

Intermediate Caern Rite, Freebooters Camp

Challenge: Mental Challenge vs 9 traits, retest Survival. Followup Challenges at the end of each session, exchanging Survival for Enigmas. Rite completes at 10 successes.

Number of Ritualists: 3

Description: The Freebooters use this rite in order to search for a suitable Caern building place in a world increasingly encroached upon by the Weaver and the Wyrm. This rite leads them to a suitable place in the wilderness to build a Caern, if there is one to be found.

Effect: This rite requires a lot of time to cast. At the end of each game after the first casting, make a new challenge, with Enigma retest instead of Survival. After ten successes you locate the area most suitable for caern building. It is possible that there is not place within the area for a caern. If this is the case, the rite will tell you this after the first casting.

 

Bearing the Caern

Advanced Caern Rite

Challenge: The Rite Caster uses a series of Gnostic challenges, as with Rite of Caern Building. 

Number of Ritualists: 10, all female. No males may be present.

Description: After discovering, cleansing, and purifying an area for caern building, the Black Furies wait for a pregnant woman focus, called a Maia, to cast this rite. When she is near to term, she is brought to the center of the caern. Non-furies may be present, but they must be female. If the rite succeeds, the child and the caern are tied for the remainder of the child's life. The child is immune to the Delirium, even if they are neither Garou or Kinfolk. 

Effect: As "Rite of Caern Building" 

 

Birth the Fire Warrior

Intermediate Mystic Rite

Challenge: Static Physical Challenge vs 9 Traits, retest Primal Urge

Number of Ritualists: 2

Description: This rite is used to allow a Mother to give birth to a warrior child spirit to fight on her behalf in times of peril. Ingesting a foul mixture of herbs, hot spices, and spring water, she must calmly and quietly invoke Gaia. The warrior emerges from the Mother's womb as bloodily and messily as one might imagine, however, faster than normal labor. The warrior emerges ready to fight, and attacks her enemies until it is destroyed, or they are. This can be used regardless of whether or not the Mother is actually pregnant, and does not affect the child in the womb if there is one.

Effect: If successful, the Mother births the warrior within ten minutes, and lasts until the end of the scene/hour. The warrior has 12 Phys traits, 8 Mentals, and 8 Socials, Melee x3, Dodge x2, and three levels of armor. It deals 3 levels of fire damage on any physical contact. The stats of the warrior may change at Storyteller Discretion. 

 

Python's Trail

Intermediate Mystic Rite

Challenge:  Static Mental Challenge vs 9 traits, retest Enigmas

Number of Ritualists: 2

Description: Legend has it that Python, a great snake-spirit, defended the rend in the earth from which oracles could receive visions of the future.  Loyal and wise Garou can use Python's Trail to catch glimpses of the future. Black Furies who use this Rite take on a distant demeanor, and their prophetic utterances obey only dream-logic, not Weaver-think. A second Fury must stand by the Mistress of the Rite while shy performs the Rite, to interpret the nearly mad utterances of her sister.

Effect: If you succeed, you send your senses outward over the course of the scene/hour into the dream-tunnels of time, twisting through a labyrinth of images. Alert a Narrator before you begin this rite, so that the Storytellers may craft a vision. Be warned that visions of this sort follow dream creation and tend to come in symbols or vibrant sensations, not as video snapshots. You may expend an Expression trait to figure out one image or element that hints at things to come. At Storyteller discretion you may gain one free retest against one foe or challenge later in the story if you successfully deciphered your dream-trance, because you are forewarned. However, you may not stack this retest with other divination-granted bonuses, and you can benefit from no more than one such retest at a time. 

 

Avenge the Innocent

Intermediate Punishment Rite

Requirement: Close proximity to and a key element of the crime in question - a murder weapon, a bloody sheet, etc.

Challenge: Static Social vs 8 traits, retest Intimidation

Number of Ritualists: 1

Description: One of the few punishment rites typically used against humans rather than Garou, typically male but not always. The violator has committed a crime against Gaia but does not deserve a swift death. To these, the Black Furies assign Avenge the Innocent. It requires a core element of the crime, such as a bloodied sheet or a conman's ledger. Take it as close to the place of the crime as possible. With these two elements, the criminal need not be present to pass judgement.

Effect: The criminal ages rapidly until the caster either removes the curse, or the criminal dies. Every week, assign a Decrepit Negative Trait. When these reach the subject's permanent total Physical Traits, the victim dies of old age. Some victims may be guarded against spirits and so cannot be easily affected, further, the subject must have committed a heinous crime. Attempting to cast this rite on an innocent person has no effect and may engender Notoriety for the caster. 

 

Sins Of Man

Intermediate Mystic Rite

Challenge: Static Mental Challenge vs 12 Traits, retest Primal Urge

Number of Ritualists: 2**

Description: This rite is almost forbidden knowledge. The rite is used to show the users all sins of any man they see and  what crimes he has committed against a women, child or innocent. This rite can not be turned off without touching hands with the lead ritualist. If the lead ritualist does it on themselves it can not be turned off.**

Effect: The Black Fury will see every sin a man has committed. It will take a mental challenge (diff 12 traits) every day to withstand the rite without the urge to slay the men they see.

 

Curse on the Household

Advanced Punishment Rite

Challenge: Static Mental Challenge vs 9 traits, retest Expression

Number of Ritualists: 5

Description: A more long lasting, and serious curse, than Avenge the Innocent. This creates a long lasting curse that cascades down through generations of the criminal's family. It does not have a set effect. However, for a ritual of this power, it is important that the subject of the rite be physically present for its casting; no doubt he will have to be bound since no sane person would knowingly allow himself to be cursed in such a fashion. This is reserved for the most heinous of criminals: the rapist, the mass-murderer, the incestuous parent, the cannibal. The Rite caster chooses four things about the curse: how it will pass down the family line, when it takes effect, its exact effect, and how the curse may be alleviated: it may pass from parent to all children, and so on, or it may only effect each eldest child, or only males. It can wait until puberty, or marriage, or some other condition. It generally doesn't kill its targets outright – as the curse would not last long then. It can be anything from schizophrenia, to bad luck, a plague of ghosts, inability to hold a job, or many other things.

Effect:  Bring the subject to the place of your rite. Specify one condition, which must be achievable, under which the curse can be broken. If you succeed you give the subject the equivalent of four traits worth of Flaws of your choice. You must inform the subject how the curse can be broken. From that time forward, the subject and all lineal descendants suffer the exact curse and Flaws that you specify.

 

Rejuvenate the Soil

Basic Seasonal Rite, Autumn

Challenge: Static Physical vs 7 traits, or 8 for an area that has suffered from blight, famine, or other disasters, retest Survival.

Number of Ritualists: 1

Description: This rite helps to restore life to soil, that it not be leached by overtaxing. The planter takes a pound of seeds from the choicest crop produced or gathered this year, and burns that mass in a bronze bowl while murmuring prayers to Gaia. The ashes and cinders must not leave the fire, lest the ritual lose its efficacy. When the fire is complete, the Fury mixes in a few drops of her own blood. Using a labrys, the Fury next carves a glyph of fertility at least three feet across, but preferably larger, into the soil at the center of the area to be affected. She then spears or pours the blood-ash mixture into the glyph. An area radiating out from the glyph will regain some of its bounty over the winter. 

Effect:  If you succeed, the area will benefit from improved crop production over the next year. The Storyteller may choose whether this has a purely roleplay effect, or can temporarily improve Resources or Influence. 

 

Rite of Pure Breeding

Basic Mother Rite

Challenge: Static Mental vs 9 traits, retest Occult.

Number of Ritualists: 1

Description: In the days before the Apocalypse, Black Furies would use this rite in order to help find the best possible mates. Through the Rite of Pure Breeding, a Black Fury can determine if a particular mate will help produce Garou or strong-blooded Kinfolk children. To test a male, the Fury must acquire something meaningful to him, or part of his body (no, not a finger, unless she's of the Amazons of Diana and he's really patient – hair or fingernail clippings do just fine). The ritual requires a droplet of the Fury's blood, smeared on the stolen thing. She then breaks it over a white sheet and views the pattern created by the bloodstains. Symmetrical or circular patterns mean that the male would be a good mate, and more likely to produce Garou children. Wilder, angular patterns suggest a worse match. 

Effect: The effect of this rite should be left to Storyteller discretion.

 

Free the Wayward Child

Basic Mother Rite

Number of Ritualists: 1

Description: This rite, a simple one, frees a male Garou child of a Black Fury from any spiritual ties to Pegasus and the Black Furies. It is a quick, emotional rite, the mother traces the Black Fury glyph on her son's forehead in tears, and then blows on the boy's forehead until the glyph dries up. This rite's popularity is relatively new as such things go; in the ancient days, a male child was often simply left out to die of exposure.

 

Curse of the Crone

Basic Crone Rite

Challenge: You must secure and destroy some article of your subject which must have a tie to his masculinity. Make a Static Social challenge vs 7 traits, retest Primal Urge.

Number of Ritualists: 1

Cost: Up to 5 Primal Urge

Description: Curse of the Crone is reserved for philanderers; rapists deserve vengeance, not the mockery and numbness this rite creates. This rite renders a male target infertile and impotent, physically causing his member to shrivel to near-uselessness.

Effect: For each Trait of Primal Urge that you expend, the subject suffers from impotence for a week. This affects only men, of course. You may end this rite at your whim. 

 

Find the Scythe

Intermediate Crone Rite

Challenge: The Crone casting the rite walks clockwise around the subject and examines her carefully, then spends a half-hour out of play contemplating the various signs read. Once completed, make a static Mental Challenge vs 10, retest enigmas.

Number of Ritualists: 1

Description: Crones are associated with learning and teaching, and also the end of life. These two aspects both feed Find the Scythe, which allows a Crone to determine the means by which a given Garou will meet her end. This ritual does not work on humans. Find the Scythe can be performed on a willing or unwilling subject, but the subject must be present for the ritual to work properly.

Effect: If the caster succeeds, then she manages to discern one important portent of the subject's death and how it will occur. If she fails, then she describes an incorrect image. It's recommended that the Storyteller involved in the rite decide on whether to counter with rock, scissors or paper beforehand and let the player throw without knowing the outcome. The vision engendered is the literal fate of the subject, and will come to pass eventually – make a note of it on the character's record. 

 

Bone Gnawers

 

Rite of the Cardboard Palace

Basic Mystic Rite 

Challenge: static Mental vs. 11 Traits

Number of Ritualists: 1

Cost: optionally, one Gnosis

Description: You build a shelter out of cardboard and newspaper, plus duct tape if you're lucky -- and doing this just so creates a shelter that's actually comfortable. The walls of your shelter become insulated and waterproof, allowing you to remain warm and dry

Effect: Knowing this rite ensures you always have a warm and dry place to sleep during your Downtimes, even though you have no Resources. If you are suffering the effects of a long-term injury and you spend a Gnosis at the beginning of the game session, you may enter play with one level of Aggravated damage healed -- your palace gave you the rest and recuperation you needed to get better.

 

Rite of Crash Space

Basic Mystic Rite

Challenge: Static Mental vs 11 traits

Number of Ritualists: 1

Description: The Ratkin developed this rite initially, then traded it to a handful of Bone Gnawer theurges for a big pile of shiny Loot. This rite is much like that of the Cardboard Palace, but further "dedicates" the space for peaceful reflection and meditation.

Effect: This is cast on a cardboard box, or an acceptable substitute. The box must be large enough for one person to crawl inside. To the players, the box must be at least big enough for someone to stand in. While resting in the box for ten minutes, a Garou can burn one of his Willpower traits to heal one agg. This cannot be done more than once per game session. Any Garou can use this shelter to Meditate as if possessed of one Meditation Trait, but only one can use it at a time and each one can only do so once. 

 

Rite of the Pizza

Basic Accord Rite

Challenge: static Social vs. 8 Traits, plus one Trait for each ten Garou in the ceremony

Number of Ritualists: At least 2

Cost: One Trait from each participant from this list (or a synonym): Strong, Charismatic, Wily, Leadership, Finance. Bone Gnawers may also use Impressive or Manipulative. A participant may avoid this cost if they instead admit they have one of the Negative Traits Cowardly, Docile, Puny, Naive, Sickly, Impatient, or Submissive.

Description: You coordinate a group of Garou to order and share a pizza. That's no easy task, but if you manage it in a way that pleases the spirits, all the Garou sharing the meal feel more united toward the task at hand.

Effect: Choose a specific mission with a specific goal ("find shit to kill" is too broad). Each participant gets a single free retest on one Challenge related to this mission.

Duration: One session

 

Rite of the Shopping Cart

Basic Mystic Rite 

Challenge: static Mental vs. 11 Traits

Number of Ritualists: 1

Cost: One Gnosis

Description: You customize a cart, bag, backpack, or other container so that its inside is bigger than its outside.

Effect: List twenty objects on an item card. Each object listed must be no larger than what you could carry in one hand in homid shape. Your shopping cart (or bag, backpack, what-have-you) may contain all those objects, so that you are assumed to have them all on hand if you holding the card.

Duration: One week. Failing to renew this rite each week causes the space to collapse, and all the contents to spill out.

 

Rite of the Cardboard Fortress

Intermediate Mystic Rite

Challenge: Static Mental vs 12 Traits

Number of Ritualists: 1

Cost: One Gnosis

Description: This rite, an amalgam of Rite of the Shopping Cart and Rite of the Cardboard Box, requires thinking "outside the box." The ritemaster dedicates the box so that it's much larger on the inside than it is on the outside. This involves creating a "pocket realm" of the Umbra accessible to anyone with the Gnosis Trait. The box must at least be large enough for the ritemaster to crawl inside, along with a flap that can open and close. Depending on the success of the ritual, once the proper rites have been finished, up to five Garou can fit inside with enough room to barely move around without bumping into each other. (In theory they could square dance or do calisthentics, but couldn't play football.) If the box is opened or destroyed, there is nothing inside it, at least in the physical world. Instead, the Garou may exit their secret cardboard fortress through the Umbra. Multiple cardboard boxes can be taped together to hold multiple shapechangers. 

Effect: Like many Bone Gnawer rites and Gifts, this also requires a prop: a cardboard box. To the characters, the box must be large enough for one person to crawl inside. To the players, the box must be at least big enough for someone to stand in. After the Garou casts this rite, he can bring a number of shapechangers equal to his permanent Gnosis Trait into the cardboard fortress. This is represented by having them stand around the box. As long as they're standing within one pace of the box, they can converse and interact undisturbed. Each player "in the cardboard fortress" crosses his or her arms. All other players ignore them. No other characters can use Gifts to interact with them. Even if the physical box is destroyed (in game or in character), the effects continue until everyone leaves or the ritualist ends the rite. 

 

Rite of Man-Taint

Intermediate Punishment Rite

Challenge: Social challenge vs. the target of the Rite

Number of Ritualists: 1

Description: Bone Gnawer Ritualists can reveal when a werewolf has eaten human flesh. The furtive activities of Man-Eaters have made this something of a necessity. As the Litany states, "Ye Shall Not Eat the Flesh of Humans." If enacted within seven days of a transgression against this dictum of the Litany, the rite forcefully expels every chunk of human flesh consumed from the suspect's body. If the werewolf can't vomit up incriminating evidence through his mouth, the meat may ooze up out of the skin or surge out of another orifice.

Effect: With a Social Challenge, the ritualist can reveal if a Garou has consumed human flesh within the current or previous game session. (The cost in experience to learn this rite should be two points less than ordinary rites.) 

 

         Rite of Moon Shine

Basic Mystic Camp Rite

Restriction: Must be a member of the Hillfolk Camp. 

Required: One Dot of Brewing

Challenge: Social challenge vs. 11

Number of Ritualists: 1

Time to Perform: Several hours of prayer and meditation over the distillery while it's brewing during the full moon. (for simplicity's sake, it may only be done in one downtime cycle per month for the ritualist -though may be done multiple downtimes of that individual cycle).

Description: Hillfolk are infamous for their most potent creation: true moonshine. This legendary creation gets its name from its supernatural properties. During the full moon, Bone Gnawer "white Lightning" is infused with the spirit of the Wyld, granting it mystical power. It is rumored that even ordinary humans may gain brief glimpses of the Umbra after partaking of this heady brew. It is also rumored to be one of the substances that a Fianna can't shake off with the Gift: Resist Toxin.

Effect: Each brewed bottle of True Moonshine has five uses worth of drink within. Drinking the beverage instantly inebriates the consumer for the rest of the session and gives one hell of a hangover afterwards. This inebriation cannot be stopped by Garou or supernatural nature, the Gift Resist Toxin, or similar gifts and abilities. The consumer is then able to peek into the umbra from the real.

Note: unlike Spirit Brew, each bottle of True Moonshine has five uses that can be used individually. It counts as a single item against the carried Talens limit. While the beverage can be shared with outsiders, teaching this ritual to anyone outside of the Hillfolk Camp is taboo.

 

Rite of the Leash

Intermediate Punishment Rite

Challenge: Social Challenge against someone who has acted dishonorably at a moot, enough to have lost an Honor Trait.

Number of Ritualists: 1

Description: Bone Gnawers hate being treated like dogs. Every Garou is a wolf at heart; even the lowest among them finds some dignity in that fact. Treating them like mangy curs infuriates and shames them to no end. This Punishment Rite is reserved for Gnawers who have acted so shamefully that even the Bone Gnawer tribe is repulsed. The criminal is bound in Lupus form, usually within the bawn of a sept. 

Effect: This rite must be cast at a moot. The target should relent; if he resists, he immediately loses another Honor Trait. Furthermore, if the Garou is so lowly that he doesn't have an Honor Trait left, he can't resist. If the dishonorable Garou succeeds, the rite fails. If the ritualist succeeds, then for ten minutes, the dishonorable Garou cannot walk further than five giant paces from the spot where he's standing when targeted with this Rite. The ritualist should find a socially acceptable way to mark that spot. If the accusation is for a trivial transgression (as defined by the Storyteller), then the Garou casting this rite should lose an Honor Trait. 

 

Rite of No Trespassing

Advanced Caern Rite

Challenge: Mental vs. 14 Traits,  Once each week, the ritemaster and five assistants perform the rite within the bawn of the caern. Each participant spends one Gnosis Trait; the rite lasts for a full week.

Number of Ritualists: 6

Description: Performed on rural caerns, this ritual keeps the Bone Gnawers' most sacred places hidden from humanity. Ritemaster enacts help of a pack to slowly work their way around the bawn of a caern. By scratching on trees and stones, and even hanging signs, they actively discourage humans from finding their way into the heart of the caern. This doesn't act like an absolute ward. Humans can still uncover the caern if its inhabitants aren't careful, but the rite forces them to take a bit of effort to actually work their way to a caern's spiritual center. 

Effect:  Add the permanent Gnosis Traits and Occult Traits of everyone participating: this is the strength of the ward. This rite can only be performed on the bawn. Anyone entering the bawn of the caern must make a Static Mental Challenge against the strength of the ward. This is easiest to enact if a Garou, most likely the Warder, is standing guard. For this rite, add the strength of the ward to his Mental Traits for this challenge. Humans must spend a Willpower Trait before this test or automatically fail; anyone else must spend a Mental Trait or automatically fail. If the approaching character fails, he becomes lost and wanders to the nearest edge of the bawn. If the approaching character wins, he has passed the bawn of the caern and is approaching its spiritual center. The defender of the caern may want to overbid, if he can. 

 

Children of Gaia

 

Bowels of the Mother

Minor Rite

Challenge: none

Number of Ritualists: 1

Description: All the elements of Gaia are inside you: water in your blood, air in your breath, fire in your heart and earth in your... soil. You draw on this truth and apply it to other rituals.

Effect: Some rites require certain amounts of a natural element, like a pool of clear water. This rite lets you substitute a small amount of an appropriate substance from your own body to fulfill the requirements of those other rites.

Duration: The next rite you perform

 

Last Blessing

Basic Mystic Rite

Required: Perform this rite over the body of a dead metis, before the body has gone cold.

Challenge: none

Number of Ritualists: 1

Cost: One Permanent Gnosis

Description: You offer one final gift to a metis who has died in battle. Laying your hands on the dead Crinos form, you sing a ritual song -- the Song of the True Form -- and you change its music at the conclusion of the rite.

Effect: The body shapeshifts to either homid or lupus form, whichever the metis preferred in life. This act protects the veil, since any humans discovering the body will find only an ordinary human or wolf corpse.

Duration: Permanent

 

Rite of the Pregnant Mule

Basic Rite of Accord

Number of Ritualists: 1

Description: This rite is known only to metis. No one else would ever want to learn it. It honors Father Mule, patron of the middle breed. It enables metis to adopt other metis as their children. Since most metis are abandoned or worse by their biological parents, older metis see these Crinos pups as a personal responsibility. And who better to raise a troublesome and often differently abled metis pup?

Effect: A metis who performs this rite to adopt a child is hereafter considered that child's parent, responsible for teaching her the ways of the Garou and may receive Renown for "bearing" the child.

 

Rite of Comfort

Basic Accord Rite 

Challenge: static Social vs. 11 Traits

Number of Ritualists: 1

Description: Harano, the legendary despond of the Garou soul, is not a condition easily cured, but with this rite it can be eased. You chant for your subject, burn incense and lead them through breathing exercises. They cannot leave once the rite has begun, but by the time it has finished -- if you are successful -- their soul is strengthened against the weight of Harano.

Effect: Your subject gains two Willpower Traits that they may spend to resist Harano, or add to their Willpower total in Harano-related challenges. You may perform this Rite multiple times, but your subject can hold a maximum of four such Willpower Traits. As long as they have these Traits, your subject may not harm themselves.

Duration: Until the Traits are spent.

 

Rite of the Clouds and Rain

Basic Rite of Accord

Challenge: Static Social vs 11 Traits, retest Primal Urge

Number of Ritualists: At least 2

Description: This rite is kept a careful secret by Children of Gaia, and all who so much as know of it must swear never to mention it among non-initiates -- if revealed, anyone involved would likely be ostracized by the rest of the Garou Nation. It allows the partial control of Rage at the price of violating a basic Garou law: the first precept of the Litany. The rite involves channeling the force of Rage by having sex in Crinos form. To avoid injury or death to the partners, both must be Garou. Because the fear of producing a metis is so great, metis are often asked to perform the rite, as they are sterile. Some Garou actually enjoy multiple partners while performing this rite, although having more than one sexual partner during the rite can be somewhat confusing. Some say that the more Garou are involved, the more powerful the rite becomes. The truth of this is unknown.

Effect: Owing to the nature of the rite, this is best done through Storytelling. The partners each spend a Gnosis Trait. With success, the partners receive a free retest if they fail a frenzy test. If it is discovered that someone has participated in this rite, it is grounds for losing an Honor.

 

Rite of Anger's Purge

Intermediate Rite of Accord

Challenge: Rite-leader's Social vs Target Social, retest Primal Urge

Number of Ritualists: At least 2

Cost: One rage from each participant.

Description: Rage makes a shapeshifter what they are. But it is a curse as well as a blessing. Some Garou can contain their Rage sufficiently to live with a Kinfolk family or enjoy a quiet dinner at a restaurant. But some are so out of balance that they can barely function without exploding. Others require punishment. For whatever reason, a Garou occasionally needs to have his potential for Rae lowered. In this rite, the subject changes into Crinos and is encircled by the participants who all wield whips, clubs, and other instruments of punishment (the "gauntlet"). They then proceed to beat the subject into submission, until he lies unconscious on the ground. A Garou can have the Beast beaten out of him in this way if such a punishment is required.

Effect: The target of the rite loses one permanent rage trait for each rage spent by the participants of the rite, but may never drop below one trait. At the Storyteller's discretion, the target's loss may not be permanent if he frenzies later in the session. The effects are otherwise permanent, although the player may purchase Rage with experience.

 

Rite of the Teachers

Required: Hallucinogenic plants whose spirits you have awakened

Challenge: none 

Number of Ritualists: At least 2 

Description: After awakening the spirits of carefully prepared hallucinogenic plants, you use them in the traditional manner, such as by eating mushrooms or placing a button of peyote on your tongue. The awakened spirit of the plant draws you closer to the spirit world.

Effect: You receive a free retest on your next test against the Gauntlet -- such as for certain Gifts, rites, and stepping sideways.

Duration: Until your next test against the Gauntlet

 

Rite of Asklepios

Intermediate Mystic Rite

Challenge: Static Mental challenge vs 7 traits, retest Medicine.

Number of Ritualists: 1

Description: The ancient Greek healer Asklepios was the greatest physician of the ancient world, and the Children and their Kin aided his cult for a thousand years. This rite allows the ritemaster and his patient(s) to see the correct cure for diseases and wounds untreatable normally. Only a few Children of Gaia still know it.

Effect: The Ritemaster prays or chants over the afflicted who then sleeps all night in an underground shrine, either a small room, or a burrow for lupus. Success means a spirit related to healing comes to the patient and explains how to cure the disease. If the steps are followed, the patient is cured. Both patient and ritemaster are required to make a sacrifice to Gaia. At Storyteller discretion, this may not work against diseases such as cancer, AIDS or hemorrhagic fevers like Ebola.

 

Rite of Blood Kin

Intermediate Mystic Rite

Challenge: Static Mental Challenge, retest Empathy

Number of Ritualists: 1

Description: The Children of Gaia have perhaps more and better-organized Kin than any other tribe, but even they are sometimes outside the Kinfolk network. This rite seeks Kin that the ritemaster does not know. The Garou will entrance himself and then whisper the names of all the ancestors whom he knows. (Some homids write the names, use a computer, etc.) At the end of the rite the names of the previously unknown Kin will be added to the list. This rite does not tell the Garou anything at all about the Kin; more than one Child has run afoul of Skin-Dancers this way....

Effect: With success, a new Kinfolk's name is added.

 

Sin-Eating

Intermediate Mystic Rite

Challenge: Static Mental Challenge vs target's Willpower

Number of Ritualists: 1

Description: This rite allows the ritemaster to end the suffering of others by taking their Wyrm-tain onto himself. It can cleanse both the living and the dead. The rite is reflected in a few rural communities in the Appalachians and elsewhere, where humans attempt to take the sins of others onto themselves to release a dead soul from Hell.

Effect: On success, the ritemaster takes the target's Wyrm-taint into himself (which may be cleansed normally).

 

Sing the Many Shapes

Intermediate Mystic Rite

Number of Ritualists: 1

Description: The Garou are warriors, even the Children of Gaia. But the Garou have warred not only on the enemies of Gaia but on the Fera, and even on their own kin among the Bunyip. This rite mourns the lost and brings understanding of the reasons and results connected to the long-ago battles. The Speakers for the Dead often perform it in Australia in Bunyip bora rings, or in the Camazotz caves of Mexico. The ritemaster seeks a place associated with one of the long-lost Changers and enters into meditation on the vanished race. She must plead with the dead to hear her apologies or elegies for them. The greater her knowledge of the lost ones, the greater her chance of success. For the following year, the dead will not haunt any that take part in this rite. At the Storyteller's discretion, the dead may communicate with the ritemaster; one or two who have partaken in this rite claim to have gained new knowledge or insights thereby.

 

Rite of Resolution

Intermediate Mystic Rite

Challenge: Static Social Challenge against the highest Rage Traits of the participants

Number of Ritualists: At least 2

Description: This rite is also called the Rite of the Harena (or the Rite of the Sands). It prevents Garou who combat one another ritually from frenzying during the combat, whether it is wrestling, klaiviskar, Iskakku, or kailindo. Other tribes often ask the Children to perform this rite lest their warriors slay one another over a minor dispute.

Effect: With success, each participant may ignore one failed frenzy test.

 

Rite of Talisman Adaptation

Intermediate Mystic Rite 

Challenge: none 

Number of Ritualists: 1 

Description: Like the Rite of Talisman Dedication, this rite aligns a mundane object into a Garou spirit, so that the object can go with the Garou when they shapeshift or travel to the Umbra. Talisman Adaptation, however, is more powerful, enabling an object to adapt to a Garou's different forms. A Garou's clothes, for example, will adapt to their new shape: a vest for tools in homid could expand to Crinos size, then shrink down to fit a wolf body for Lupus. Garou may normally have a number of talismans dedicated up to their permanent Gnosis rating; a talisman adapted with this rite counts as three such objects.

Effect: The object adapts to whatever shape the Garou takes, ensuring it will always remain usable.

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

 

Alternation of Generations

Advanced Mystic Rite

Challenge: Static Mental vs 14 Traits, retest Primal Urge

Number of Ritualists: 1

Cost: One permanent Gnosis Trait.

Description: The ancient lupus among the Children of Gaia beheld the "eternal heat" of humankind and realized that this ability could vastly increase their breeding capability as well as enhancing the pleasures of mating. In the present, as the blood thins more and more, homid women have employed it to increase the measure of wolf blood in the tribe. It allows a homid to bear lupus offspring and vice versa.

Effect: Whatever form is chosen, conception is guaranteed. The mother's breed form changes to match her partner's during the pregnancy. Metis cannot use this rite.

 

End Times Rite

Advanced Mystic Rite

Challenge: After three days of chant and dance, the ritemaster makes a Static Mental Challenge vs 14 traits, retest rituals.

Number of Ritualists: 10

Description: This ritual gives insight into the nature of the Apocalypse. As such, enacting it is frightening, and many septs either forbid ritemasters to perform it or forbid them to speak publicly on what the rite reveals. Ritemasters who are able to speak on the rite say many different things about their visions. The ritemaster must lead a group of Garou (and often Kin) in three days of chanting, dancing and meditating. If they manage to last through the lengthy and tiring rite, the ritemaster and others will see visions of the Apocalypse and of their own actions which are related to it. They will also see glimpses of how the actions of the Garou Nation have affected the Apocalypse. Some ritemasters have emerged hopeful, saying that the Children's peacemaking can change the world into a new and better form. Others predict extinction in a great battle, and still others some bizarre Weaver "singularity" involving giant computers. Other tribes are always invited to participate in this rite, and Stargazers always seemed eager to do so, speaking of a new and transformed reality beyond the Apocalypse.

Effect: ST Discretion.

 

Rite of the Parted Veil

Advanced Mystic Rite

Challenge: Extended Mental vs 2 times the target's Willpower traits.

Number of Ritualists: 1, plus 2 Witnesses.

Description: This rite is the Children of Gaia's ultimate gift to Gaia-cherished humans. When it is performed, the Veil is not pierced (as in the deadly Rite of Rending the Veil), but parts seamlessly to allow one or more humans or wolves. The individual on whom the rite is performed is now kinfolk. Two Children unrelated to the target must witness that they love Gaia, and would aid the Children's cause. Most often this rite is done for mates of Garou or Kin. Some of the Patient Deed say that they hope to extend the rite to whole nations. The rite consists of the Garou dancing around the subject, while the ritemaster chants from the Songs of Welcome. As the rite progresses, the Garou slowly shapeshift, until they finally assume their crinos form without frightening the human.

Effect: The ritemaster makes an extended Mental challenge (Rituals) test versus double the targets Willpower. They must accumulate a number of successes equal the targets age before the rite succeeds; children are easier to "adopt" then adults. This rite can only be attempted on a target once per year.

 

Rite of the Sacred Peace

Advanced Mystic Rite

Challenge: Static Social vs 14 Traits, retest Empathy

Number of Ritualists: At least 5

Description: Only the most brazen would violate a sacred peace. The entire sept, including Kin and representatives of the community, must gather at the caern and each participant must declare himself dedicated to the peace of the land. The strength of the peace equals the number of Garou plus half the number of Kin who join in the rite. 

Effect: Anyone who desires to make war on such a community must make a Willpower test vs the strength of the peace. If ever this peace is broken, the leader of the community may utter a destructive curse upon the violator, giving them the flaw Dark Fate, with a strength equal to the strength of the broken peace. ((This rite does not have a direct rules translation. Acquisition and use of this rite is at Storyteller discretion)).

 

 

Fianna

 

Rite of Hospitality

Basic Rite of Accord

Challenge: Static Social vs 10 traits, retest rituals

Number of Ritualists: 1

Description: Hospitality is one of the three great virtues of the ancient Celts, and a similarly honorable virtue to the modern Fianna. Ordinarily, hospitality is a given at a hearth, but occasionally it needs to be formally stated in a binding fashion; perhaps the seeker is a rival, or has bad blood with others at the sept and needs protection. In such circumstances, the rite is performed. The grantor (typically the righ or the owner of the hall or territory) is required to give his guest food, shelter and reasonable comforts for three days, as well as protection from foes (without or within). In return, the supplicant is expected to be the model guest, neither stealing, starting fights nor otherwise bringing trouble to the household. And be sure that even if the offense isn't obvious, the spirits that witnessed the oath will find a way to bring it to everyone's attention.

Effect: Typically only the grantor needs to know the ritual. The supplicant formally asks for hospitality, usually reciting lineage and titles in the formal way. The host replies in a formal language, granting protection and a place in the hall. If the rite fails, the delivery seems awkward and forced and all present will feel the awkwardness of the moment. If successful, both parties are bound to their bargain. Should either one break the bargain, that party loses an Honor Renown. Ordinarily, no Renown is gained if both live up to their ends of the bargain, but if there is an element of danger (guest and host are bitter rivals or even enemies, for instance) the righ and guest may both make a claim for an Honor Renown. The Storyteller should be careful that this doesn't become a font of "free Renown"; Honor should be awarded only if there's something at stake -- for instance, being a polite host to a guest that's insulted you or is a rival, or being a model guest despite constant provocation. After three days (usually measured to sunset, but typically stated during the rite), all bets are off; if the guest is in trouble, he'd better make tracks.

 

Rite of the Hero's Sleep

Advanced Death Rite

Challenge: Static Social vs 14 traits, retest rituals

Number of Ritualists: 7

Cost: 3 permanent Gnosis Traits

Description: This rare and powerful rite has been used on some of the greatest heroes of the Fianna. When a Fianna of the greatest renown falls in battle, he is placed in the earth (such as a cave, or a chamber of a burial mound), where the ritemaster dedicates the body to the land, tying soul and earth together. The body heals, then falls into a deep sleep. On rare occasions, the hero's pack or shieldmate is allowed to join the warrior in sleep. The champion and his pack then lie in state, ageless, without need for food or breath, until he awakens to take up arms once again -- at the dawn of the Apocalypse.

Effect: The ritemaster spends three permanent points of Gnosis when performing the ritual. If she succeeds, the champion's wounds heal in a moment and the flush returns to the hero's cheeks. There is usually time enough for a few final words before sleep overcomes the hero. At Storyteller's discretion, the champion may awaken for a short while and return to the caern at any time of great crisis.

 

Rite of Boasting

Basic Rite of Renown

Challenge: Static Social vs 10 traits, retest rituals

Number of Ritualists: 1

Description: Boasting and bragging have always been a vital aspect of warrior cultures. Boasts serve to work up a warrior's courage while putting fear into the opponent. But to truly impress, the boaster must back up his claims. This rite is more than formalized bragging, for it forces the Garou to "put up or shut up." Before a battle or mission, the Garou boasts before all assembled that he will perform a particularly impressive feat (for example, "I will kill three Black Spirals with only my claws," "I will scale the electrified razorwire of the refinery" or "I will be the first to reach the shield wall, there to wrest the enemy's standard from his dead hand"). The boast is performed in a ritual fashion, with a short recitation of lineage and a summary of glorious deeds performed to date. If he makes good on his boast, he magnifies the Glory of the act. If he fails, the resulting derision of his peers costs him Glory; boasting is only respected if you can back it up. This rite is most commonly used among the Fianna, Get of Fenris, and Wendigo, but most trives have some version of it.

Effect: The Garou makes his boast, following it with a Social Challenge. If the rite was performed properly, the Garou makes good on his boast and he succeeded in a challenge appropriate to their rank (as determined by the Storytellers) they gain a permanent Glory Renown. If the boaster fails to meet his boast, he loses one Glory Renown. This rite may only be done once every three months.

 

Feast for the Spirits

Basic Mystic Rite

Challenge:  Static Mentals vs the local Gauntlet, retest Rituals

Number of Ritualists: 1

Cost: One Gnosis invested into a plate of food and a drink

Description: Since the dawn of religion, worshippers have made offerings of food to gods and spirits. The Fianna do so to honor ancestors at feasts, reminding them of their former lives and strengthening their ties to kith and kin. Theurges also enact the rite as chiminage to spirits who want a taste (literally) of what the living enjoy.

Effect: The ritemaster sings or plays a tune of welcome for the spirits while investing Gnosis into food and drink. With success on the rite, the food becomes tangible in the Penumbra. Once its essence has been consumed, the physical food and drink loses any appealing taste or texture as well as much of its nutritional value.

 

Rite of the Foeman's Vigil

Intermediate Mystic Rite

Challenge: Static Mentals vs ST determined number based on the number of times the ritemaster wishes the head to activate.

Number of Ritualists: 1 

Description: Severed heads can be more than a trophy, they can be a ward. In this modified version of the Rite of the Fetish, the ritemaster takes the head of a newly taken foe (within the last 24 hours) and rebinds the spirit within it in services to the Garou. When put in place (usually buried under a pile of stones or placed on a pike or wall), the head emits a shrill, undulating wail if any unwelcome visitor approaches within 20 yards of the head. It will cease to function if moved or broken, if it is activated too many times, or until the third Samhain after its creation; then the spirit flees. A rarely used variant of this rite (known as Hero's Vigil) uses the head of a recently killed Fianna hero (should the spirit be agreeable to the binding).

Effect: At the end of the rite the head is placed in its permanent position. It will activate a number of times equal to the ritemasters rituals dots. Normal intruders will automatically be detected if they enter the alert radius; those with supernatural concealment (such as Obfuscate, human magic or a Gift) may evade notice if the being makes a Mental Challenge against the ritemaster. This does not detect intrusion across the Gauntlet, but a Black Spiral Dancer head (for example) could be placed in the Penumbra with similar effects. If Rite of Hero's Vigil is enacted on a willing Fianna's spirit, difficulty is 10 - Rank of the dead Garou, and the head may be good for up to 1 year. As the two rites are similar, Garou who know one only require three days of study to learn the other.

 

Samhain

Basic Seasonal Rite (Oct 31-Nov-1)

Challenge: Static Physical vs 8 traits, retest rituals

Number of Ritualists: 5

Description: The Fianna calendar year begins on this night. An uncharacteristically subdued celebration with a grand feast, music, and drink, the Samhain Rite is a time for reflecting on the year just passed. Tributes are given to honor the year's fallen, whose spirits are often in attendance; for these honored fallen the sept saves places at the table and choice seats in the bardic circles; Theurges frequently enact the rite Feast for the Spirits so the dead may revel once more with their comrades. It's believed by some that the dead wait until this night before moving on to their next life, or perhaps their essences become "fully fledged" spirits at this time. Because the Gauntlet is slightly thinner (-1 to the Gauntlet at Storyteller's discretion) on this night than on any other night of the year, it is also a night when all manner of spirits (benign and otherwise) cross over to cause mischief or simply to observe the living world. Those who take part in the Samhain ritual regain two traits of lost Gnosis during participation

 

Imbolc

Basic Seasonal Rite (Feb 1-Feb 2)

Challenge: Static Physical vs 8 traits, retest rituals

Number of Ritualists: 5

Description: Imbolc is a festival of fertility and of hope; though many cold nights may lay ahead, winter is ebbing before the promise of spring. Ritual bonfires dot the caern, and the night is filled with tales of struggles won and the surety of better times ahead. It is also the sacred festival honoring the goddess Brigid, and deemed a favorable time to ask for the spirits' aid in endeavors of art or craft. Children born of Garou on this day are considered especially lucky, for more often than not their Garou blood runs true. Participants in the Imbolc rite regain 2 traits of lost Willpower. Furthermore, Fianna that have overcome Harano often claim that taking part in the Imbolc rite was the moment they began to claw their way back.

 

Beltane

Basic Seasonal Rite (April 30-May 1)

Challenge: Static Physical vs 8 traits, retest rituals

Number of Ritualists: 5

Description: The celebration of the dawning of the light half of the year is as abandoned as that of the dark half (Samhain) is reflective. Just after dark, the ritemaster bids every fire in the caern extinguished; after a few minutes of darkness, a new fire is lit, and its flame distributed to rekindle all the others, symbolizing a fresh start and return of light. Music, food, dancing and loving are the order of the night. Kinfolk are especially welcomed to the party, not only to share the fun; children conceived during Beltane are reputed to have a greater chance of breeding true. On the downside, the Litany is very fragile on this night as the head of passion burns away all rationality; elders watch over the cubs, but even the older sept members have occasionally succumbed to temptation. Beltane is a festival celebrating new vitality. Those who participate in a successful Beltane rite gain an extra Robust Physical trait for the next 3 days. Rite sof Cleansing and other purification rituals gain a single free retest.

 

Lughnassa

Basic Seasonal Rite (August 1-2)

Challenge: Static Physical vs 8 traits, retest rituals

Number of Ritualists: 5

Description: In the ancient agrarian communities, this was the celebration of the beginning of harvest. For the Fianna it represents the fruits of labor, and the gathering of strength for the coming winter. Bread made from grain of the year, and fresh made mead and beer as well, are ceremoniously consumed. Those who participate in a successful Lughnassa rite gain an extra Stalwart Physical trait for the next three days, and a free retest on mental challenges relating to Lore or wisdom during the festival.

 

Twilight Song

Minor rite

Number of Ritualists: 1

Description: The period between day and night is considered a magical time by the Fianna, a transitory time when the world grows still and the hidden dances almost within vision.

Effect: The Fianna must howl or play a mournful tun just before sunrise and just after sunset every day for nine days. The Garou then gains an extra trait for crossing or seeing through the gauntlet. The bonus lasts until the Fianna fails to perform the ritual; she must then perform it for nine more days before regaining the benefits.

 

Get of Fenris

 

Rite of the Blood Fountain

Minor Rite

Challenge: None. 

Number of Ritualists: 1

Description: For many Get of Fenris Ritualists, blood finds a way into their performance of many Rites. Citing anything from tradition to claims that letting blood makes their rituals stronger, Rituals performed by the Get of Fenris frequently involve the Ritemaster shedding tremendous volumes of blood over the course of the ritual - so much so that many Garou wonder how they can survive such tremendous amounts of blood loss over a short period of time. This ritual, created by the elder Godi Gunter "Bleeds for the Sept at Dawn", helps those who know the ritual push their ritual bloodletting even further.

Effect: Whenever the ritualist is performing a ritual where they are using blood as a component, their blood is mystically replenished at an increased rate. Knowing this ritual renders the ritualist immune to harm from bloodloss, though only while performing a ritual. Garou with this ritual are still at risk of bleeding out in combat as normal.


Rite of Heritage

Basic Mystic Rite

Challenge: Static Mental challenge vs 10 traits, retest Rituals

Number of Ritualists: 1

Description: This genealogical rite is a favorite of Skalds and Forseti alike, albeit for slightly different reasons. Some Fenrir use it to verify the identity of a hero's descendants before passing on an inheritance; others use it to identify the father of a metis cub if none is forthcoming. The ritemaster draws the blood of the subject with a silver knife and sings a long paean to the ancestor-spirits of his tribe and any others that might be watching over the subject. As he completes the song, the ancestor-spirits whisper the subjects heritage into his ears.

Effect: Success reveals the subject's heritage for one generation (his mother and father), plus grants a single answer relating to the subject's heritage. Further Mental Traits can be spent on a one-for-one basis, with each Trait going back one generation. This rite works on humans and wolves, whether they are Kinfolk or not, or even magi, but not on vampires or changelings (their transformations change their heritage too much for accurate answers).

 

Rite of Rune Carving

Basic Mystic Rite

Challenge: Static Mentals vs 10 traits, retest Rituals

Number of Ritualists: 1

Cost: 1 Gnosis

Description: Get of Fenris Crescent Moons learn early on to respect and appreciate the power of the written rune, whether it takes the form of Garou glyphs or of runes of human origin. This rite is a prerequisite to the Rite of Rune Casting; it is with this rite that the rune-seer creates her talismans. The runes must be carved into the bones of enemies slain in battle, but may take whatever form is most spiritually relevant to the ritemaster. Most Fenrir choose Garou glyphs or the Futhark runes of the Norse, but a few Get have been able to make rune-bones carved with the Cherokee alphabet and even I Ching trigrams function.

Effect: The rite lasts for eight hours of carving and ritual empowerment. At the rite's completion, the Garou spends a Gnosis to charge the runes. Players are encouraged to create and use their own rune sets if they wish.

 

Rite of the Lodge House

Intermediate Mystic Rite

Challenge: Static Mental challenge vs 12 traits, retest Rituals

Number of Ritualists: 1

Description: The Fenrir are well aware of the dangers of letting their tempers get out of hand. Although a visitor or rival might deserve to be ripped limb from limb, it is neither honorable nor prudent to slay other Gaian werewolves in a fit of frenzy. Fenrir often bolster their self-control at formal moots with this rite, which soothes the Rage of participants so that they can avoid "diplomatic events." To enact this rite, the Get must be inside a house pleasing to the spirits in some respect; the lodge-houses, longhalls, or other structures within a Get caern are ideal, but any building that has been marked as open to the spirits of Gaia will suffice. The ritemaster opens each door and window in turn, inviting the spirits of wisdom and granting the spirits of Rage permission to leave if they see fit. If the rite is performed correctly those within the lodge are much less likely to lose control of their Rage until the meeting ends.

Effect: On a successful casting, the rite's effects last until the first person leaves the lodge. any shapeshifters in the lodge gain three traits to resist frenzy, although they may spend Rage (such as for Gifts or to shift forms).

 

Rite of Rune Casting

Intermediate Mystic Rite

Challenge: Using Runes that the ritecaster made using the Rite of Rune Carving, Static Mental Challenge vs 12 Traits, retest Rituals, with possible followup with a second Mental Challenge, retesting with Wisdom

Number of Ritualists: 1

Description: This prophetic rite enables the rune-caster to see hints of the future in the patterns the runes form as they fall. At the climax of the rite, the ritemaster casts a few runes from her personal rune-bag onto a hide skin or other sacred cloth, studying the patterns there to see what the spirits mean to tell her.

Effect: Success reveals an accurate, but vague prophecy. The Storyteller is encouraged to use symbolic language to create the runes' warnings; "You will encounter and obstactle" is rather bland, but "warrior-rune reversed, against ice-rune -- Ymir's prison walls may sap your strength" is considerably more interesting.

 

The Coward's Brand

Intermediate Punishment Rite

Challenge: Static Social Challenge vs 12 traits, retest Rituals

Number of Ritualists: 1

Description: The Get of Fenris have very little use for cowards. Where other tribes are content to use punishment rites to punish cowards socially, the Get often do so physically. This rite is used to punish those whose cowardice endangered their packmates or Kin without actually causing their deaths (those cravens whose cowardice killed a packmate are more often subject to the Hunt, or worse). Although the Get primarily use this rite to punish other Fenrir -- werewolves of other trives are not expected to live up to Fenrir's high standards -- they have been known to give the Cowards' Brand to Garou of other tribes whose cowardice endangered several Get of Fenris. As the rite begins, the ritemaster repeats a litany of names, names of Garou who lost their lives from being abandoned by cowardly packmates. She then ritually names each packmate or Kinfolk that the accused werewolf abandoned, and anoints the accused with blood drawn from each. At the conclusion of the rite, the ritemaster brands the sole of the offender's foot with a heated silver brand. The brand is permanent, an encouragement for the offender to never show his heels to his loved ones again.

Effect: When branded, the offender suffers two levels of aggravated damage, and the loss of one Glory and one Honor renown. The brand cannot be removed by supernatural healing abilities.

 

Rite of War

Basic Renown Rite

Challenge: Static Social Challenge vs 10 traits, retest Rituals

Number of Ritualists: 1

Description: Although the Get are not, as some werewolves joke, "a tribe of Ahroun," it's true that the Get's Full Moons are held to an exacting standard. This rite is a clear illustration of the Fenrir's lofty expectations. After a Modi has successfully challenged for Fostern, but before she has been formally awarded that rank, she must undergo ritual combat with two fellow Ahroun. She may use no weapons but her natural body, while her attackers are allowed to use weapons if they choose (die-hard traditionalist septs always arm the attackers with silver). If for some reason there aren't two Get Ahroun available to fight with the aspiring Fostern, the ritemaster may substitute Get of aother auspices, or Ahroun of other tribes if no other Get are available. (If no other Ahroun or Get can be found, the rite is waived; combat against non-Ahroun of other tribes is simply not considered sufficiently impressive.) The young Ahroun need not win against her two combatants (if the other two are of higher rank, she's not even expected to stand a chance); she must merely put up a good fight. The ritemaster paints the wounds achieved during the rite with dyes made from various plants, and the scars become permanent reminders of the Ahroun's success.

Effect: If the challenger wins against the opponents, they successfully gain the rank of fostern, and 1 Glory renown. This Glory renown counts against the monthly limit.

 

Rite of Challenge

Intermediate Renown Rite

Requirement: This Rite must be performed in public before the challenged party and at least one witness per rank of the challenged.

Challenge: Static Socials vs 12 traits, retest Rituals

Number of Ritualists: 1

Description: This rite is the most formal of challenges, most often the challenge for leadership of an entire sept. Although a would-be Jarl need not know this rite to challenge the current sept leader, this rite is accepted as the most formal and proper way to do so. Proper performance of this rite marks the challenger as one well-versed in Fenrir ways and worthy of facing the Jarl in challenge, and therefore adds extra weight to his claim to the position. Get of Fenris may also perform this rite to formally challenge rivals of other tribes or positions; the rite has less binding power in such occasions, but still (if performed properly) carries great weight. The challenger must be the one to perform this rite. He must confront his opponent and formally recite his lineage, deeds and strengths, each on a ritual declaration of his worthiness. He then calls out each of the reasons for his challenge -- which must be carefully done, as the accusations must be strong enough to win the onlookers' support, yet not so bold as to provoke the challenged party to frenzy. With the final accusation, he formalizes the challenge. If the rite is performed properly, the challenged party must accept or lose significant Renown.

Effect: If the rite is successful, the challenge cannot be refused without the loss of an Honor renown. A failed rite need not be answered. The Rite of Challenge is followed by the usual combat for leadership, overseen by the Master of the Challenge. Using this rite to challenge someone who is clearly an inferior foe causes Renown loss to the challenger, and the challenged party may decline without loss of Renown no matter what the results of the rite. If that inferior foe is a Jarl, however, most see it as a sign that he should be replaced and quickly.

 

Rite of Conquest

Advanced Renown Rite

Challenge: Static Social vs 14 traits, retest rituals

Number of Ritualists: 1

Description: This is one of the rarest of Fenrir rites, performed whenever a Jarl has gained his rank by slaying his predecessor in fair combat. The rite was more popular in olden times, but in these days the Get of Fenris don't have the numbers to permit many lethal challenges for the post of Jarl. The rite acknowledges the history of both the fallen sept leader and the new Jarl. The ritemaster guides the new Jarl through the steps of establishing his new rank. The new Jarl must devour the heart of his predecessor, thus symbolically gaining the wisdom to rule his sept properly. The fallen leader's possessions are turned over to the new Jarl in accordance with the Litany, but relatives with a claim on weapons or fetishes are allowed to challenge the new Jarl for their possession.

Effect: If the rite is successful the new Jarl gains knowledge of one of the old Jarl's Gifts (Storyteller's choice; higher level Gifts will "wait in trust" if the new Jarl is not yet of the Rank to use them.)

 

Glass Walkers

 

The Little Rite

Intermediate Seasonal Rite (15th of March)

Challenge: Static Social vs 12 traits, retest Politics

Number of Ritualists: 5

Description: Another way we keep our ties to Cockroach is through the ironically named "Little Rite," which is held on the 15th of March every year. Why the Ides of March? Maybe to remind ourselves not to get above our station like the Roman conspirators, since this rite honors all the things that we forget, but can't live without. Whether it's Cockroach and his tiny children, the machines that make us coffee and keep our juice cold, or the paperboy who never gets a word of thanks; we dedicate this day to keeping our relationships with others pure. To that end, we give gifts. We dump whole sacks of powdered sugar onto our kitchen floor overnight for the cockroaches, or spend time listening to the binary chatter of Net-spiders, or tip the boy a few hundred bucks. Septs often celebrate the Little Rite together as well with a massive gift to the minimum wage workers in the mail room below the caern, or with an all-out assault on the Banes in a Net-spider nest so that the thing is entirely clean. However we do it, the Little Rite makes sure that we don't forget anything or anyone. The city is made up of details, and forgetting any one of them is dangerous.

Effect: At the end of the gift-giving, the challenge is made. With success, the caern totem grants blessings related to the gifts given -- a well-tipped trashman may mean better relations with trash-spirits or money-spirits, while a generous donation to a church may result in a potential place of refuge. The Storyteller should come up with appropriate blessings based on the gifts given, the amount of thought put into the effort, and any roleplaying -- this should not be a gimme for greedy players, and if the caern totem believes that the gifting and prayers were grudgingly given or insincere, the totem should respond in kind.

 

Memorial Day

Basic Seasonal Rite

Challenge: Static Social vs 10 traits, retest Rituals

Number of Ritualists: 5

Description: Though we belong to many nations, the only one that counts in our hearts (for most of us) is the nation of Gaia and the Garou. Every nation has a day to honor its fallen in war, and on that day, we honor ours. At dawn on Memorial Day (which, by the way, varies from country to country; we observe similar holidays in every land), every Glass Walker in the city gathers in the Hall of Honor. It's similar to the Grave of the Hallowed Heroes, but is kept within a caern only if that's our only caern within the city. In the Hall is a record of the name of every Glass Walker in the city that died serving Gaia or Cockroach. Sometimes it's a dedicated computer with a touch screen monitor, other times a more dignified statue or engraved marble wall serves. During the rite we add any new names to the record and then call a spirit of the city into the Hall. In exchange for a favor, the spirit agrees to keep the Hall, and by symbolic extension the souls of the fallen, safe for another year. May they rest in peace.

Effect: Upon Success, the spirit agrees to guard the Memorial Hall for another year.

 

Promethean Daze

Basic Seasonal Rite

Challenge: Static Mentals vs 10 traits, retest Rituals

Number of Ritualists: 5

Description: At first glance, this rite appears almost generic. A week of feasting and cleansing isn't unique to the Glass Walkers. But look at when we hold it, and the reason behind the rite becomes clearer. The Promethean Daze happens right at the end of the year, along with human celebrations like Christmas, Kwanzaa, Chanukah, and, of course, the New Year. We're often called the "tribe of Man" and this rite certainly gives some weight to the moniker. This rite breaks down into two parts. The first part is marked by gluttony, and as a result tends to take up most of the week. We eat, drink, fight, and make love (to Kinfolk, in theory) to our hearts' content. During that time, we supposedly work to throw off our limitations. It all happens through conversations, old grudges break down over wine and dinnertime conversations find an informality that lets us find simpler ways of operating.

Effect: If successful, all Garou recover all Willpower for the coming year. At Storyteller discretion, some may have visions of minor events.

 

Rite of Growth

Basic Mystical Rite of the City Farmers

Challenge: Static Mentals vs difficulty depending on surface and area, retest rituals

Number of Ritualists: 1

Description: This rite is a remarkable backup measure for traditional City Farmers, allowing them to cause plants to grow in strange locations. The plants do not grow unusually quickly, but can grow in plastic, concrete or other unusual places, drawing nutrients from the source. Three Garou are needed to make this rite work. The ritemaster makes and indentation in the surface using a claw, and plants the seed of the plant into it. The three then hold hands in a triangle around it, kneeling, and request the spirit of the material that it nurture and care for the plant. If the spirit agrees, a small green shoot will appear immediately.

Effect: Success on this rite means the plant survives for a month, growing at a normal rate. Afterward, it requires water and care like any other plant.

 

Bonding Rite

Basic rite of the Dies Ultimae

Challenge: Static Social Challenge vs 10 traits, retest Leadership

Number of Ritualists: 1

Description: This literally named rite is quite simple, but is absolutely crucial to the entire camp's understanding of modern Garou war tactics. The rite temporarily binds a number of Kinfolk into a pack, asking the pack totem to accept them. To perform this rite a length of surgical thread is passed through the knuckles of one hand of each pack member and prospective Kinfolk. Every Kinfolk must stand next to at least one Garou, which means at least a third of the expanded pack must be werewolves. In the gaps between each hand a steel charm in the shape of a glyph is hung from the surgical thread. The two ends of the thread are tied together to form a circle. Following this the ritemaster recites a prayer to the pack totem three times, speaking more incoherently each time. At the conclusion of the last prayer, each member rips their hand away, causing the surgical thread to rip through their skin. The thread will remain embedded in the ritemaster's knuckles. She then wears the ring of thread like a necklace. From now, she is the lynchpin of the pack. If she dies, the effects of the rite vanish.

Effect: On a successful casting of this rite, all Kinfolk in the rite receive the same blessing from the pack totem as the Garou and may use pack tactics with them. The effects last for one scene.

 

Red Talons

 

Rite of the Winter Pack

Intermediate Rite of Accord

Challenge: Static Social Challenge vs. 12 traits, retest with Rituals

Number of Ritualists: 3

Description: This rite is only invoked when a new Winter Pack -- a pack of five young Red Talons, one of each auspice, specially trained to kill humans and bring chaos and devastation to the scabs -- is formed. Currently, only one such pack exists, but no one can say for certain how many Talon septs house Winter Packs only waiting for this rite to sanctify them before they launch their bloody mission. The ritemaster assembles the prospective pack on the first night of the new moon, away from the heart of the caern. Other members of the sept may watch from the brush, but are forbidden to make a sound. At the ritemaster's command, each of the cubs in turn states her name and auspice and then howls a variation of the Anthem of War. The ritemaster then howls to the heavens, calling down blessings from Gaia, the pack's totem, and Rorg, the Many-Taloned Hunter upon the Winter Pack. The Pack must then venture to the nearest human settlement and stalk and kill one human each (although they may act in concert to slay a group of humans). Afterward they howl the Anthem of War in concert, and begin to execute whatever plan they have been given.

Effect: If successful, the Winter Pack need only complete their first hunt, and the ritual is accomplished. If the hunt is finished before dawn, each pack member gains a Glory renown and an Honor renown. These count against a player's monthly renown allowance, and is also one exception to it.

 

Rite of Defiance

Basic Caern Rite

Requirement: This Rite must be performed publicly before at least 5 witnesses.

Challenge: Static Social Challenge vs 10 traits, retest with Rituals

Number of Ritualists: 1

Description: This rite, a rite that the Talons don't mind teaching to other tribes, is commonly performed by a Red Talon Galliard when a sept suffers a setback. The sept gathers at the caern's heart and the Galliard begins the rite by recounting the sept's recent defeats. The Talons believe in facing their difficulties realistically, and it is considered proper to allow the ritemaster to finish before the next phase of the rite begins. When the ritemaster finishes his howl, the other Garou begin their own cries. The Talons howl of hope and of possibility, beginning with whichever of them has the most hope to offer. As the howls continue, others join in, until eventually the entire sept stands together, howling their defiance to the sky, their spirits rekindled.

Effect: On success, all Garou present regain a Willpower trait. If the ritemaster loses the challenge make two simple tests. If one test is lost, the rite simply doesn't work. If both are lost, no one feels hopeful enough to keep up the rite and everyone present loses a Willpower trait, plus the ritemaster loses a Wisdom renown.

 

Warding the Lingering Human

Basic Caern Rite

Challenge: Static Social Challenge vs. difficulty equal to the wraith's Socials, -2 if the ritemaster has a Fetter.

Number of Ritualists: 1

Description: While Red Talons do not normally have any truck with the restless souls of dead humans, they do manage to create a fair number of ghosts. Human ghosts are capable of doing a great deal of harm to a Red Talon sept, should they put their vengeful minds to it. Leading enemies to the heart of the caern, frightening prey animals away from hunting Red Talons, and generally disrupting the harmony of the area with their very presence are all possibilities. The Red Talons developed (or learned from the Silent Striders, depending on whom one asks) this rite to drive off or forbid a human ghost from entering the bawn of a caern. Performing the Warding the Lingering Human rite requires that the ritemaster have a piece of the human's body or something that he touched in life (if this object was important to him, the rite workds even more effectively). The Talon must then stand behind the object with his back to the caern and snarl, howl, and bristle at the object. After a few minutes, the Talon grabs the object in his teeth and shakes it until it falls to pieces. The ghost is thereafter forbidden to enter the bawn of the caern without expending a great deal of energy.

Effect: With success, the ghost cannot enter the bawn without spending a Willpower (or two if a Fetter or something important from its life was used) each day. This rite has no effect on Risen, other walking dead or spirits other than wraiths.

 

Rite of Feeding the Land

Basic Mystic Rite of the Dying Cubs camp

Challenge: Static Mental vs Victim's Willpower, retest with intimidation.

Number of Ritualists: 1

Description: The rite is the province of the Dying Cubs camp. It allows the Garou to use the pain of a dying human (or Garou in theory) to feed and heal the land. The Dying Cubs cannot say where they learned this rite; every sept that knows it seems to have learned it from a visiting Talon, but no one can trace the rite back to its origin. The ritemaster and any other Garou that participate bind and torture the victim for as long as they wish. The longer the victim remains alive and in pain, the more potent the rite. The Garou may use any means of inflicting pain they wish, and may even heal the victim to prolong his agony provided the victim always suffers from one health level of damage (if the victim is ever fully healed, the rite fails). When the victim can bear no more and finally expires, the rite master spills the victim's blood on the ground to replenish the land. Wyrm-taint is burned away and even the touch of the Weaver weakens somewhat.

Effect: On success, the rite causes a 20-foot radius per Willpower Trait and health level taken from the victim to be cleansed of Wyrm-taint, and reduces the Gauntlet rating by two (to no lower than 3) for one month. This rite is almost certainly not Gaian, the area's cleansing is superficial, and any spiritual guardians will ignore subsequent attacks by Wyrm-creatures. Any Garou who is found to have performed this rite can stand to lose one Honor.

 

Rite of Prophecy

Intermediate Mystic Rite

Challenge: Static Willpower vs 5 traits to focus initially, then a Mental Challenge vs 12 traits, retest with rituals

Number of Ritualists: 1

Description: Similar to the Rite of Weeping for a Vision, this rite allows the Red Talon to ask Gaia for a glimpse of things to come. Talons of all auspices learn this rite, but the Theurges are normally the only ones who use it more than once. The Red Talon must go somewhere that she will not be disturbed. She must then find something that holds her attention; the movement of clouds sqirling in the sky, a parade of ants marching to their home, the swirling of running water -- any of these will do. the supplicant simply allows her mind to unfocus and waits for the vision from Gaia. The vision thus granted may be helpful and might well grant the Red Talon some insight into an immediate problem .However, Red Talon "history" is fraught with tales of Talons who have foreseen events such as nuclear blasts, the War of Rage, the War of Tears, and battles that might or might not be the Apocalypse itself -- and simply haven't been able to interpret the visions in time. While nearly every master of the Rite at a Red Talon caern knows the Rite of Prophecy, they rarely use it. To know the truth, but not what the truth means, is more painful than most Garou can bear.

Effect: The Garou is given a vision. The contents of the vision are left to the discretion of the Storyteller.

 

Rite of False Justice

Intermediate Mystic Rite

Challenge: Static Mental Challenge vs the Punishment Rite's level +10, retest with rituals

Number of Ritualists: 3

Description: Red Talon lore holds that since the tribe never received a vote on the Litany's tenets, they are not bound by them. While the tribe follows the Litany for the most part, sometimes a Talon is forced to act against the Litany in order to follow her calling as a true predator. The Red Talons recognize that the other tribes may punish the Talon for her "transgression," but have devised a means to remove the stigma from her. This rite is only performed if the ritemaster and the sept leaders feel that another tribe has unjustly subjected a Talon to a Punishment Rite (such as Ostracism, Voice of the Jackal, or Stone of Scorn). The Rite of False Justice cannot disrupt a rite that also confers a death sentence, such as The Hunt or Gaia's Vengeful Teeth (though the tribe may physically protect a Talon whom they feel is being persecuted by such a sentence). The Rite of False Justice is always performed on the half moon. The ritemaster calls the punished Garou before her and asks her to describe in what capacity she was serving Gaia when she broke the Litany. If the Garou's answer satisfies the ritemaster, she howls to the Philodox moon to lift the stigma from the supplicant, as she was serving her true nature, not the false laws, when she transgressed. The Talon is then freed from any Punishment Rite that she currently suffers from and is usually granted a measure of Renown for her honesty and bravery.

Effect: Success cancels any mystical effects of the previously performed Punishment Rite. The spirits are likely to be particular regarding who benefits from this rite, and some crimes may be considered too heinous to be pardoned in this fashion.

 

Rite of Gaia's Rebirth

Advanced Mystic Rite

Challenge: First a Static Mental Challenge vs 14 traits to determine the proper time to cast the rite, retest Primal Urge. If this challenge is failed, make two simple tests. Losing one means the time is not right this month and the ritemaster should wait another month. Losing both means the results appear to indicate now is the right time, but the ritemaster has in fact miscalculated. Then, at the rite's conclusion, the ritemaster makes a Static Mental Challenge vs 14 traits, or 12 traits if the rite master has at least two levels of both Pure Breed and Ancestors, retest with rituals.

Number of Ritualists: 6 - Ritemaster plus one assistant of each auspice.

Description: This extremely powerful rite has only recently been rediscovered and is currently known to only one sept of Red Talons. Gaia's Rebirth allows the ritemaster to sacrifice her own Gnosis, and, if necessary, her own life to reclaim Gaia's pure form from human defilement. The form of such corruption does not matter -- the rite would work just as well destroying a path through a state park as it would leveling a building in a major city. The end result is the same: The land returns to the state it would be in had humans never seen it. Trees push their way through concrete, cars are covered and crushed by vines and overgrown with moss, although any organic matter (such as corpses) is consumed at the normal rate. Performing this rite is complex. It requires a precise sense of timing, and the ritemaster must be guided by nothing but instinct. If she begins the rite even one minute early or too late, the rite will fail, but the energies released may well destroy her. Gaia's Rebirth can only be performed on the last night of the waning crescent moon, the night before the start of the Ragabash cycle. The climax of the rite must occur between the setting of the moon and rising of the sun, and the rite must be performed at the site to be purified (meaning a Red Talon cannot perform the rite outside city limits and expect the city itself to be consumed). This rite requires a special moot, attended by no fewer than six Garou (the ritemaster plus one werewolf of each asupice). The moot begins with howls to any totem spirits in the area (a caern totem, if the rite is performed at a caern, the totems of any packs present, and the tribe totems of all Garou present) in addition to an elaborate howl to Gaia herself. The ritemaster must walk or run in a circle around the center of the area to be cleansed, howling to Gaia to awaken the spirits of the land to reclaim it. She gives of herself -- this can be physical, in which case she bleeds onto the ground, or spiritual, in which case she simply howls and gives up part of her own spirit. In either case, if the rite is performed correctly, the plant life in the area quickly overtakes any human "development" and restores Gaia's true order.

Effect: If the ritemaster has miscalculated the ritual's timing, it automatically fails, and she suffers three aggravated health levels of damage, which manifest as the "tears of Gaia" similar to those suffered in a caern-building. If the ritual's timing is correct and she succeeds in the rite, she must decide how much land to reclaim. For one permanent stamina trait, or two permanent gnosis sacrificed, one square acre of land will revert to its original wild state as if humans had never touched it. Nothing is destroyed or killed, but the plant growth is rioutous enough to overtake buildings and cars.

 

Rite of the Human Mind

Intermediate Punishment Rite

Challenge: Static Social vs 12 traits, retest rituals.

Number of Ritualists: 1

Description: The Red Talons don't employ a wide variety of Punishment Rites. A serious offense usually merits a sentence of ostracism from the sept (or from the tribe, in extreme cases) or death. However, sometimes an offender must be disciplined severely but left alive and intact. On these occasions, the Talons employed the feared Rite of the Human Mind. All Red Talons -- indeed, all Garou -- have both a human-mind and a wolf-heart, according to the Talons. The human mind is dominant in Homid form, while the wolf-heart dominates in Lupus form. A Red Talon who relies too heavily on his human-mind, or shows mercy or compassion to a human that then comes back to bite him (as is often the case), might be subject to this rite. Any incompetence or faulty logic that the elders believe to stem from the human-mind, or relying on human babble when instinct is clearly called for, might also result in the Rite of the Human Mind being employed. To perform this rite, the ritemaster must assume Homid form, as must the accused. The ritemaster calls the accused by his name in whatever human tongue is convenient, and then changes to Lupus form and howls in derision. Any observers also take up the howl, but at no time during these howls is the accused referred to by his howl-name. When the howls die down, the accused finds himself unable to access his wolf-heart, even in Lupus form. This punishment may last for any amount of time, but the Talons usually consider it too cruel to maintain it longer than one moon. 

Effect: The accused is considered to have no levels of Primal-Urge as long as his punishment lasts, and gains no perception related bonus traits in Lupus, Hispo, or Crinos. During Willpower Challenges, he suffers a three trait penalty. Even in Lupus form he must think like a human.

 

Shadow Lords

 

Murmur Rite

Basic Caern Rite

Challenge: Static Social vs 10 traits, retest Subterfuge

Number of Ritualists: 1

Cost: One Gnosis from each participating Garou

Description: Developed by the Lords of the Summit, this rite is one of the many ways Shadow Lords keep their activities a secret. A Lord needs to know the Murmer Rite if he plans on leading a Shadow Moot, since it is used to open the moot and keep the discussions therein private. Though normally used to mask the conversations of many werewolves, this rite can be performed with as few as two Garou.

Effect: After the participating Garou each contribute one Gnosis, the ritual masks any conversations the participants have. No Gifts, technology or supernatural abilities can pierce this, and they fail if attempted. At Storyteller discretion, the nosy Garou trying to eavesdrop might gain a piece of misinformation.

 

Thunder's Blessing

Intermediate Caern Rite

Challenge: During a raging storm this rite is cast with a static Social Challenge vs 12 traits, -1 for every three Garou beyond those necessary for the rite. The ritemaster must make three successful challenges to succeed, failure means that Grandfather Thunder is irritated and punishes the Garou with lightning bolts, inflicting five levels of aggravated damage.

Number of Ritualists: 3

Description: This rite is used to draw Grandfather Thunder's favor upon a particular caern, investing it with a portion of his great power. In addition to bolstering the Gnosis of Shadow Lords who visit the caern, the rite also allows those affiliated with the caern to call down bolts of lightning upon their enemies, so long as they are within the confinse of their caern

Effect: With success, the Garou give up 25 temporary Gnosis to the Caern and Grandfather. Once this is done, a bit of Grandfather remains around the caern, granting one additional Gnosis to all Shadow Lords as long as they are within the caern's boundaries.

 

Communion with the Storm

Basic Mystic Rite

Required: Perform this rite in the midst of a heavy thunderstorm.

Challenge: static Social vs 7 traits. Optionally, followup static Mental vs 8 traits.

Number of Ritualists: 1

Description: Many Shadow Lords turn to this rite to remind themselves of why they're fighting, and of what it is that they're supposed to be fighting for. Communing with the storm helps them focus their Rage and their ambition so that they may more effectively accomplish their tasks. While the rite is occurring, Enigmas challenges receive a single free retest (the second results stands, regardless of whether it improves the original result).  The ritemaster may also attempt to bring a single matter before Grandfather Thunder (after a successful invocation and Static Mental Challenge against eight traits, retest with Enigmas).  

Effect: If successfully invoked, Grandfather Thunder presents them with a course of action and bolsters their resolve by granting all participants either a Rage Trait or a Gnosis Trait, depending on the nature of the problem.

Duration: Extra Traits remain until spent, or one session, whichever comes first.

 

Rite of the Hurricane

Advanced Mystic Rite

Challenge: Static Mentals vs 14 traits, retest rituals. 

Number of Ritualists: 5

Cost: Three Gnosis per day that the storm remains active, paid by any ritual participants.

Description: used almost exclusively by the Shadow Lords of Mexico, this rite is a more potent version of the punishment rite Calling the Storm. Whereas that rite is used to rebel against a corrupt or unjust leader, this rite is designed to focus the fury of the Garou into a powerful storm, which may then be used to shatter the grip of the Wyrm upon the land. It is used to destroy nests of vampires, to sweep oil refineries out to sea, and to attack other artificial structures throughout the storm's area. Most Garou frown on using this rite in all but the direst emergencies, for it is quite destructive to the land it scours clean. The counter-argument is that Gaia is resilient, and it is better to let Her heal Her wounds than suffer in the coils of the Wyrm. Even so, the questions raised by the rite ensure that the Rite of the Hurricane remains a last resort, to be used only when the need is dire.

Effect: Provided the conditions are right (this rite must be cast in a tropical area), a single day of working the ritual calls up a storm cell in the region. The storm dissipates when it is no longer supported with Gnosis. Additional thunderstorms may spawn naturally from hurricanes at the Storyteller's discretion. The ritemaster has no control over these

 

Calling the Storm

Intermediate Punishment Rite

Challenge: Static Social vs 12 Traits, retest Rituals

Number of Ritualists: 1, plus 1 per rank of the accused.

Description: Given the rigors of Shadow Lord society and emphasis on goals, it is inevitable that some become corrupt and put their own selfish desires over the good of the tribe. This rite was developed to counter fallen Lords with Shadow Lord justice. When a leader within the tribe has fallen to the Wyrm, the Garou ruled by him may use an outside agent to announce his transgressions to the tribe at large. If the accusations are true, the Garou may enact this rite. Stormclouds gather above the moot, and the Garou invoking the rite gain the strength they need to destroy the one who has turned his back on Gaia.

Effect: If the charges are true,  the storm empowers those who array against the corrupt one, and they gain two Rage Traits. If any are Shadow Lords, they also gain a Gnosis Trait. All against the corrupt one gain two temporary levels of Primal-Urge, which can be used normally for retests. Grandfather Thunder does not punish without cause, though. If the charges are false, the storm punishes the accusers by striking them with lightning that inflicts five levels of aggravated damage. Any bonuses granted dissipate when the target has been dealt with.

 

Rite of Dominance

Basic Rite of Renown

Challenge: Static Social vs 12 traits, retest Intimidation

Number of Ritualists: 1

Description: No matter how true they remain to the ideals of Gaia, Shadow Lords still live in a society where dominance over others is the rule instead of the exception. A Lord uses this rite when she has ousted a corrupt leader, or when she has dominated those beneath her and forced them to submit to her will. By coercing them into taking part in this rite, she ensures that their loyalty to her is strong and that they will be loath to work against her in the future.

Effect: During this rite, all participants except the ritemaster invest one Permanent Willpower, which goes to the pack totem. Should the pack members act against the ritemaster (who must be the pack alpha), they will lose the Willpower. If they remain loyal to her, they may use the Willpower normally. Punishment rites can undo this, particularly if the pack alpha has abused her position.

 

Rite of Conquest

Note: This is regulated by OWBN and requires coordinator involvement to learn and/or use the ritual.

Advanced Rite of Renown

Challenge: Static Social vs. 16 traits, Retest Rituals

Number of Ritualists: 1

Cost: A number of Gnosis equal to the recipient's rank. Recipient gives all current Gnosis. Ritemaster must be a Theurge that has received this rite himself.

Description: More celebratory than it might seem from the name, the Rite of Conquest is performed to welcome back a Bringer of Light who has successfully endured an extended stay in the presence of the Wyrm (and emerged unscathed, both physically and spiritually). It is similar in many respects to a Rite of Cleansing, but it is far more powerful. Recipients of this rite are true paragons among the Garou, and even Garou of other tribes bow down before them in respect, as they have accomplished things few others would even dare to attempt. This rite may only be performed by one who has himself received the rite, and it is only performed under a sky filled with storm clouds, under Grandfather Thunder's watchful gaze.

Effect: The character must first endure six months of close contact with the Wyrm, interacting with fomori, Banes and Black Spirals and other Wyrm-corrupted shifters, and resisting taint and temptation. If he is still strong at the end of six months, he may receive this ritual. It is performed under a stormy sky, and the cost paid and challenge made. With success, the recipient receives the power of Gaia into himself and receives one of several possible benefits at Storyteller's approval. Such benefits may include high resistance to Wyrm influences, immunity to bane possession, immunity to Harano, immunity to gaining derangements beyond any currently held etc.

 

Silent Striders

 

Rite of the Midwife

Basic Rite of Accord

Challenge: Static Social vs 10 traits, retest Rituals

Number of Ritualists: 1

Cost: One Gnosis

Description: This rite is taught as a rite of accord because it is enacted to protect a newborn from harm or taint by hurrying or delaying its birth. The unsullied focus necessary for this rite is an owl's feather, as Owl intercedes on the mother's behalf. The mother must ordinarily be a Silent Strider of one of their Kinfolk, though Owl may be convinced with proper chiminage to interced on the behalf of Garou or Kinfolk of other tribes, or even a normal human woman. The rite may be performed for several days in a row to achieve the necessary result -- in fact, it may be necessary to do so. This rite is often considered the province of female Striders, though most are willing to teach it to any male Strider who wishes to learn.

Effect: The midwife and the mother must first decide whether they will try to hurry the delivery of the child or delay it. Simple success delays or hastens the birth by one day. If the rite is begun at the onset of labor, it ceases immediately and will not begin again for a full day -- in all other cases it is difficult to be sure if the rite was effective at all. It may require several days of ritual to bring a child into the world early; usually it is considered preferable to delay the birth unless a healer is sure the child is viable, or the mother is headed into great danger.

 

Gathering of Wanderers

Basic Rite of Caern

Challenge: Static Mental vs 10, retest rituals

Number of Ritualists: 1

Cost: One Gnosis given to the Engling from the ritemaster and each Garou who wishes to bring a matter before the moot.

Description: Even though the Silent Striders hold caerns in the far-flung places of the world, the tribe must occasionally meet in the bare wilderness, far from any well-spring of Gaia's power. The Garou present take their places in the circle as they would around the heart of a gaern. As their howls reverberate, a silent call races through the Umbra, summoning an Engling into the circle to sanctify  the proceedings. The Striders say that the location of one vagabond moot, where great deeds were done and great stories told, was later successfully opened as a caern by another tribe.

Effect: If successful, the Engling arrives at the center of the circle within the hour, at which point the Gnosis must be given.

 

Rite of Purification

Basic Death Rite

Challenge: Static Social vs 10 traits minus the subject's rank, retest rituals

Number of Ritualists: 1

Description: This is a burial ritual to honor the dead that is only performed by Silent Striders for their fallen tribemates, only in the company of other Striders. If there are members of other tribes who wish to mourn, a Gathering for the Departed will be held at another time and place

Effect: The body of the deceased must first be washed (the Rite of Cleansing may be necessary if the werewolf died fighting minons of the Wyrm). After the body is laid out, the Master of the Rite invokes Scarab, who sends beetle-spirits from her brood to strip the hair, skin and flesh from the body. When only bones remain, the spirits depart, and the bones are placed in a small grave, preferably at a caern. Other times the bones are laid to rest in some splace significant to the departed, or simply by the roadside. This is no dishonor among the Striders -- it is the reality of a wanderer's life. Better to bury the bones when there is time, than die carrying them and so leave two unburied.

 

Rite for the Watchful

Intermediate Death Rite

Challenge: Static Social vs 10 traits, retest rituals

Number of Ritualists: 1

Description: This rite is not concerned with tracing a Garou's heritage -- that is a matter for Galliard songs. Rather this rite deals with the more practical matter of which of those ancestors take sufficient interest in the doings of their descendant to watch over her and lend her aid in times of need (in other words, what spirits the werewolf can channel using her Ancestors Background). It may be considered strange that a tribe cut off from its ancestors would know this rite, but they were not always thus deprived. They have preserved the rite through the many years of their homeless travels, often bartering the knowledge provided by the rite for passage on moon bridges or access to caerns. An unexpected benefit of maintaining the rite has become clear: it can be used to discover which Strider cubs have the ability to call on the lost ancestor-spirits, or who have the potential to do so in the future

Effect: The ritemaster pulls on the nebulous energy of the Dark Umbra to reveal the faint traces left on the Garou's spirit by her ancestors. If the character succeeds, he learns the deed name of an interested ancestor spirit and its relationship with the Garou.

 

Rite of the Spoken Page

Basic Mystic Rite

Challenge: Static Mental vs 10 traits, retest rituals

Number of Ritualists: 1

Description: The Garou seldom write things down, and the Silent Striders commit words to paper even less frequently. Humans write all the time, however -- and so do some other supernatural beings. This rite summons an ibis-spirit and sets it to reading the designated manuscript (or sarcophagus, or hand-written notebook) aloud. It has practical uses beyond simple hands-free reading: it has been used to "read" many books at once, listening for a key word or phrase; to learn to read a language the Garou can only speak; or to simply decipher criminally bad handwriting. Curiously, if the writing is less than one month old, enough of the author remains with the message that the ibis-spirit reads it in the author's voice.

Effect: If successful, the ibis-spirit arrives and begins reading, and will continue until the next moonrise or until dismissed. A static Mental test vs ST set difficulty may allow the hearers to identify the voice of the author or guess as to the author's secret meanings. 

 

Descent into the Underworld

Intermediate Mystic Rite

Challenge: Static Mentals vs 12 traits, retest Occult

Number of Ritualists: 1

Description: Most Garou think of the Umbra, the Gaian spirit world, as the only spirit realm that sits close to the physical world. Most Garou are wrong. The Underworld -- the Land of the Dead, the Dark Umbra -- sits astride the physical realm just as the Umbra does. Within it lie the ghosts of thousands of humans twho died unable to let go of some aspect of their mortal lives. These days the Underworld is a tremendously dangerous place. A few years ago a cataclysm set off a series of hellish storms that still threaten to rip the lands of the dead apart. The ghosts are more desperate these days, and the storms that rage outside the cities of the dead can harm even the doughtiest Silent Strider warrior. Owl accompanies the Garou into the Underworld, but few other traditional totems do the same.

Effect: This rite takes five minutes to perform. The character must sacrifice a living mammal and touch every character to be affected by the rite with at least a fingerprint of its blood. He then draws sigils in the ground nearby with the remaining blood. Success on the rite takes the ritemaster to the Underworld, along with the pack of the ritemaster. The Underworld is a dark and storm-tossed realm whose inhabitants feed on the strong emotions of the living.

 

Rite of the Jackdaw

Basic Punishment Rite

Challenge: Static Social test vs 10 traits, retest Subterfuge

Number of Ritualists: 1

Description: Silent Striders fortunate enough to parent children sometimes jokingly refer to this rite as the Rite of the Toddler. The Rite of the Jackdaw is used to punish those Garou who have broken a promise of secrecy. It causes the subject to uncontrollably tell everyone he meets about the most private and trivial matters of his life. This ritual will not cause the subject to reveal other secrets he's been sworn to keep, but it will almost certainly cause him to reveal personal information that embarrasses only him. This rite can be rather humiliating, and many Garou who are subject to it find themselves overcome by Rage at their embarrassment. It is considered the height of dishonor to take retribution against a Garou who has used this ritual in a just fashion. Subjects who wish to avoid the rite's effects simply abandon all contact with others for a few days, which is considered to be an acceptable response.

Effect: This rite takes ten minutes to perform. The ritemaster symbolically carves a number of open-mouth sigils into bits of wood and distributes them ritualistically around the subject of the rite (who must remain more or less still during the rite, though he doesn't necessarily have to be willing). On success, the rite lasts for one day, and may spend Willpower to avoid stating some particularly odious personal secret, but cannot regain that Willpower until the rite's duration has expired.

 

Rite of Meeting and Parting

Minor Rite

Challenge: Social vs 7 traits, retest rituals

Number of Ritualists: At least 2

Description: Two Striders meeting on the road is a rare occurrence, but often a pleasant one. Even if one or both are traveling on missions of desperate importance or even certain doom, at least for a short time neither has to travel alone. Each traveler greets the other with a traditional salutation in his or her native tongue. If time permits they share food and water, and exchange news of their travels. On parting, they exchange blessings in the Garou tongue; the most common is "Gaia soft beneath your feet, Luna's light on your path." Even in emergencies, two Striders who recognize each other will howl out as much of the greeting and farewill as they can as they pass each other at a full sprint. This rite is not usually performed on arrival at a caern, but Silent Strider caerns often have their own rituals to welcome travelers.

 

Ritual of Life

Advanced Mysic rite of the Seekers

Challenge: Static Mental test vs 14 traits, retest rituals. 

Number of Ritualists: 5

Description: The Seekers have rediscovered one of the greatest secrets of ancient Egypt -- the ritual that brings life back to the dead. Because of Sutekh's curse on the tribe, a Seeker wishing to bring one of his tribemates back from the dead must act quickly (the rite must begin before the body cools, as a guideline), before the spirit is irretrievably lost, This ritual has not yet been performed on a Garou form another tribe since its discovery, but Seekers theorize that any complete body will do. This ritual is not without cost to its dead subject: Nothing that has died may dwell in the land of the living. The re-vivified werewolf must enter the Umbra (or the Dark Umbra), never to return to the physical world. Eventually, the Garou will disconnect and become a spirit-like creature. The Seekers argue amongst themselves about the ritual's possible effects on normal humans, and even on vampires, but for now they are proceeding with further research, and extreme caution.

Effect: In a lengthy ritual abundant with Egyptian symbology and ceremonial tools, the ritemaster and his assistants repair, clean the body inside and out and embalm it. Success on the ritual indicates that the spirit returns to the body, and the revived Garou must immediately step sideways into the Umbra. If the revived Garou enters the physical world again, he immediately loses three health levels per turn until he returns to the Umbra or dies; this damage is aggravated. Failure indicates either a mistake by the ritemaster, or that the spirit simply refuses to return. The results of a botch are left entirely to the Storyteller, who should feel free to wreak all kinds of havoc on those who mess with the powers of life and death.

 

Rite of Dormant Wisdom

Intermediate Mystic Rite of the Eaters of the Dead

Challenge: Static Mental test vs 12 traits, retest Rituals

Number of Ritualists: 1

Description: This rite is forbidden. Its very existence is denied outside the tribe, for the Silent Striders believe that the other Garou would turn on all of them if it were discovered that even one camp among them practice this ritual. In truth, most Striders do not know that it exists, or believe that it is only a myth. The Rite of Dormant Wisdom is only taught to trusted and experienced members of the Eaters of the Dead camp. The ritemaster and his fellow cultists use the Rite of Dormant Wisdom to gain the secrets and memories of the dead by ritually devouring the dead person's brain. The ritual will function properly so long as the brain is intact, regardless of the length of time since the subject's death. EAch participant is likely to get a different kind of memory from the subject -- for instance, one might get the subject's memories of love, another his memories of voices and sound, and a third the subject's darkest secrets. The Storyteller can vary this thematically based on the participants and the nature of the rite's subject. The Wyrm has its tentacles all over this rite; cannibalism of any sort is expressly forbidden by the Litany. Each use of the ritual brings the character a step closer to the service of Foebok, Urge Wyrm of Fear.

Effect: All those participating in the ritual must engage in the test. Those who succeed gain some small portion of the dead one's memories and secret knowledge. No participant can gain game abilities (Knowledges, Disciplines, Gifts, Rites, etc) directly from the use of this ritual, but at the Storyteller's discretion the rite can be used to justify the expenditure of experience points on game abilities that the rite's subject knew. As described elsewhere, the Wyrm's touch is on this rite. By default, any Garou who takes part in the Rite of Dormant Wisdom a number of times greater than the Garou's permanent Gnosis traits will become a slave of Foebok. However, Storytellers are encouraged to change this mechanic to make the Garou's safety zone less predictable and stimulate roleplay. This ritual will work on the corpses of supernatural creatures (such as Garou and immortals) if the participants expend a permanent point of Gnosis. It will also work on vampires, already corpses, if the vampire is unconscious and immobilized. Using this rite on a vampire destroys it. 

 

Silver Fangs

 

Rite of the Honorable Oath

Basic Rite of Accord

Challenge: Static Social vs 10 traits, retest rituals

Number of Ritualists: 1

Cost: The oath giver spends one gnosis to activate the rite

Description: The Silver Fangs take their oaths of service very seriously indeed. When anyone wishes to swear service to a Silver Fang Lord who follows the old traditions of the tribe, the Lord may ask them to undergo this rite, but will never press the point. Many Silver Fangs voluntarily undergo it if offering service to another werewolf, but are offended if others demand it of them. To swear the oath, the character swears to undertake a single task, which is outlined by the recipient of the oath and repeated by the character undergoing it. The character offering service then gives a small object of value to himself to the recipient of the oath. Should the oath taker stay true to their word, he will receive Renown whether or not the mission is successful. The recipient of the oath should return the gifted item at the conclusion of the service.

Effect: If the character keeps her word and attempts the mission to the best of her abilities, she may have grounds to claim one point of Honor renown, irrespective of the quest's outcome -- if she does not do so, she loses a point of Honor. The recipient of the oath is under no compulsion to return the object gifted to them, but risks losing Honor if they do not do so.

 

Rite of the Loyal Pack

Intermediate Rite of Accord

Challenge: Static Social test vs 12 traits, retest Rituals

Number of Ritualists: Full pack of at least 3 Garou

Description: The Silver Fangs do, despite claims to the contrary, understand that leadership is a two-way street. A leader needs respect from those that follow him if he (and they) wish to succeed. Usually, only packs that have been working together for some time and who trust each other enough to further cement those bonds perform this rite. The rite makes the whole pack's focus and commitment dependent on the pack alpha. In effect they submit completely to him, in the hope of gaining an advantage from it if he committed to working for the benefit of all. Each member of the pack must take a small item of personal significance and a length of his or her own hair and give it to the ritemaster. She then binds together all the objects using the hairs and buries the bundle within the pack's home caern.

Effect: The entire pack gains two extra points of Willpower for the session as long as the pack alpha is acting in the best interests of the whole pack. However, if the alpha has not been doing so, the entire pack loses two points of Willpower for the session. The gain or loss is entirely at the Storyteller's discretion. Should the pack alpha change, the rite's effects immediately end.

 

Rite of Kingship

Intermediate Rite of Accord

Challenge: Static Social test vs 12 traits, retest rituals

Number of Ritualists: 1, plus the leaders of each Silver Fang House.

Description: This rite is used to crown the true kings of the tribe. The rite is rarely used for obvious reasons, but the shamans of the Silver Fangs traditionally teach it to multiple promising students, so that it will never be lost through a shaman's untimely death. To be taught the Rite of Kingship is a distinct honor, and many Theurge's vie to be recognized as worthy of the rite.

Effect: Success indicates that the recipient has been properly marked as a Silver Fang king and that all spirits that owe allegiance to Gaia, Luna or Helios will automatically recognize him as such (as may some Banes). As noted, certain omens may overturn this result, depending on circumstances.

 

Rite of Breeding

Basic Mystic Rite

Challenge: Static Mental vs 10 traits, retest rituals

Number of Ritualists: 1

Description: The rite is one of the secrets behind the Silver Fang's unusually high levels of Pure Breed. When a Fang feels that it is time for her to start a family, she enacts this rite and asks her house's totem to guide her to her best-matched mate. The werewolf meditates on her ancestry, using pictures, stories, photos, or keepsakes and then calls to the totem for guidance. If the rite is successful, the totem grants her a vision of herself carried aloft in the talons of the totem to the home of the best prospect for a strong, worthy child. The rite does not guarantee that the prospective mate will welcome the werewolf's advances; just that he is a good genetic and spiritual match.

Effect: This rite normally takes place within the boundaries of the home caern, and shows the Kinfolk most likely to prove a good mate within a few days' travel. The more successes achieved the more details the vision gives about the prospective mate and his location. This ritual does not help with seducing or winning the heart of the Kinfolk in any way.

 

Walking with the Dead

Intermediate Mystic Rite

Challenge: Static Mental challenge vs 12 traits, retest rituals

Number of Ritualists: 1

Cost: One Gnosis

Description: Only the members of the secretive Ivory Priesthood learn this rite. To perform the rite, the priest must first spend a day ritually purifying herself of all sins, according to the Priesthood's creed, and any negative thoughts. She must also spend a few hours meditating on the idea of her own death and her attitude towards it. A priest who is not reconciled to her own mortality can find the Dark Umbra a disturbing and unsettling place, especially in recent years when a terrible spirit storm has rendered it even more dangerous than usual. Once the purification is complete, the Garou faces a Death's Breath spirit in the early twilight of that evening. She must let it breathe into her mouth, which sends a chill like a rod of solid ice through her body. She may then step sideways into the Dark Umbra. She may remain there until dawn the following morning. 

Effect: On success, the Garou steps into the Dark Umbra. If she fails to return to the material wold by dawn the next morning, she is trapped in the Dark Umbra unless another Ivory Priest or a kindly Silent Strider helps her back across into the material world. If the rite fails, the Garou is at a one trait penalty on all tests for the rest of the session.

 

Rite of the Omega Wolf

Intermediate Punishment Rite

Challenge: Static Social test vs 12 traits, retest rituals

Number of Ritualists: 1 plus full pack of the accused.

Description: The tribe takes the failure of a pack alpha very seriously indeed. If all the members of a pack agree that their alpha has failed them catastrophically, then they may enact this rite to prevent him ever becoming a pack alpha again. The pack takes their fallen alpha and sits him on a rock. They then crown him with a mock crown and bow down in pretend obeisance to him. They then stand up and commence mocking him one by one, before tearing the crown from his head and casting him to the ground. When each member of the pack has spat or urinated on the fallen alpha, the rite is done.

Effect: The fallen alpha loses a point of Honor and Wisdom renown. If this Garou ever becomes a pack alpha again, he will lose two points of Gnosis every time the moon rises and will be unable to regain Gnosis until he relinquishes the position.

 

Stargazers 

 

Rite of Meeting

Basic Rite of Accord

Challenge: Static Social vs 10 traits, retest rituals

Number of Ritualists: 1

Description: The population of living Stargazers is growing thin, and as such, many of the tribe consider themselves fortunate when encountering a new (or previously unmet) Stargazer. This rite, known in India as the "Rite of Namah-te" and in China as the "Rite of Gong Xi," is meant to allow two tribe members to greet one another with proper respect. The rite is a traditional greeting that's been used for many centuries. Two Stargazers meeting for the first time place the flat of their palms against their chest, and bow their heads at one another. They hold the bow for as long as necessary, and then each Garou takes a small smear of ash or soil and anoints the other's forehead with it. Finally, both Stargazers utter a prayer to Gaia. The meanings to this ritual meeting are many. It is a wish for extended friendship, but in it is also the unspoken wish to have both minds joined in service to both Gaia (the Emerald Mother) and the Jade Emperor. Both Garou are equal in the eyes of those two cosmic forces, even if they are not technically equal in rank. In this meeting, egos are set aside and the two are -- however briefly -- conjoined in the service of Gaia.

Effect: A Stargazer may only enact this rite when meeting another Stargazer for the first time. If the two have met previously, the rite may be performed, but without any benefits. If successful, the Stargazer is considered two traits up on all friendly Social tests with the other Garou for the rest of the session. At ST discretion, using this rite when meeting a particularly prominent or spiritually significant Stargazer to the ritemaster may also grant a temporary Willpower Trait.

 

Banishment of the Self

Advnaced Rite of Accord

Challenge: Meditate for an hour in breed form and then make a Physical test vs 10 traits plus one trait for each member of the pack/sentai.

Number of Ritualists: 1, plus all packmates.

Description: This rite allows a Stargazer to dampen her own ego so she may give aid to those closest to her (typically her pack or sentai). The werewolf meditates for an hour beneath the moon and continually recites the following in whatever language she chooses: "I give my body to the hungry, my blood to the thirsty, my skin to the naked, and my bones as fuel to those who suffer cold. I give my good fortune to the unlucky, and may the breath of my life restore the dying. Shame on me if I draw back from this sacrifice! Shame on all who hesitate to accept it!" Those she chooses to aid from this ritual find their spirits lifted and find a renewed sharpness to their minds.

Effect: If successful, the Stargazer may render herself and her packmates immune to all wound penalties short of death for the rest of the session/day. Each packmate protected by this rite costs her a Willpower trait as well, paid when the rite is completed. She may attempt to include non-packmates in this rite, but each such individual adds three Traits to the difficulty of the rite, and costs two Willpower traits instead of just one. Any interruption to her meditation forces her to begin the rite again -- she must remain out of contact with everyone during her period of meditation, in and out of game. After this rite's duration passes, the Stargazer can do nothing except sleep for the next eight hours, and has a one-trait penalty on all actions taken during the following downtime regardless.

 

Thaipusam

Intermediate Rite of Accord

Challenge: Static Physical test vs 12 traits, retest rituals

Number of Ritualists: 1

Description: The rite called "Thaipusam" is an act of consecration meant to separate a Stargazer from the profane world and officially become part of the greater sacred sphere. Few Stargazers practice it; it's mostly prominent among the Stargazers of India, despite the fact that its origins actually lie among the native peoples of Malaysia. At its roots, Thaipusam is an act of ritual piercing. The Stargazer, after washing his hands in both milk and honey, then pierces his own flesh to insert a ring. While chanting the universal mantra (aum), salt is rubbed in the wound to heighten the pain and ensure that it won't heal over immediately. The ring itself needn't be made of any specific material, though many Stargazers favor simple rings of steel, jade, or hematite, though some decorate their bodies with more ornate trimmings. The bodily location of the piercing is also significant. many pierce their ears, lips, nipples, and some even go so far as to pierce genitals, the flesh around the throat, or bunches of pinched skin around the forehead. Many elder Stargazers can be seen with countless rings adorning their scarred bodies.

Effect: The Stargazer immediately suffers a level of aggravated damage, which cannot be blocked by armor or any other form of defense. Provided these conditions are met, for a full lunar month afterward she may step in and out of the Umbra without a need to make a Gnosis test; all she requires is a reflective surface. If the chronicle's sessions are generally held too far apart for this rite's duration to be very useful, the Storyteller may rule that the normal duration is instead changed to a number of sessions instead; usually between two and four. The damage incurred may be healed normally without any consequence to the rite.

 

Rite of Rebalancing

Intermediate Rite of Accord

Challenge: Static Social test against 10 plus the changing Garou's rage rating.

Number of Ritualists: 1 Stargazer who must be at least equal rank to the subject.

Description: This variation on the Rite of Renunciation has been all but lost -- though some Stargazers know it and see it as the only means to bolster their tribe's numbers. By means of this rite, a Garou of another tribe loses his tribal affiliation and instead becomes a Stargazer in blood, if not by birth. The Garou wishing to become a Stargazer may not perform this rite herself; it must instead be performed upon her by an able and willing ritemaster. In this rite, the ritemaster must take the Garou beneath the new moon and together they must stand in a body of running water (a creek, stream, or river will do). The ritemaster must, with a claw, etch the Stargazer glyph into the Garou's body, and let the blood mingle with the flowing water below. The Garou mustn't let this wound heal right away, and instead must allow it to scab over and become a natural scar. After seven days has passed, the Garou is now a full-blooded member of the Stargazer tribe regardless of her tribe of origin.

Effect: By performing a cleansing ceremony the Stargazer may wash away her subject's former allegiances and welcome her into the Stargazer tribe. Garou subjected to this rite effectively become Cliath once more, of the Stargazer tribe -- while they retain any Gifts learned from their old tribe, it is extremely unlikely their former tribe's spirits will be willing to teach the deserter any new ones, and he can never go back regardless of the circumstances. Only willing Garou may accept this rite.

 

Rite of the Beating Heart

Note: This is regulated by OWBN and requires coordinator involvement to learn and/or use the ritual.

Advanced Caern Rite

Challenge: Static Social test vs 10 plus the Caern's rating, retest Performance.

Number of Ritualists: 1

Description: These days, Stargazer caerns are particularly vulnerable places. There is, however, a rather perilous Stargazer rite that some have learned in case their caern is threatened and beyond the ability of the guardians to protect it. With this rite, a Stargazer may take the powerful heart of the caern into her own heart and secret it away from the place so its power may be planted anew, or at least added to the strength of an already existing caern. In performing the rite, a single Stargazer must first successfully perform the Rite of the Opened Caern. Once this is complete, the werewolf must then consume some part of the land surrounding the caern -- this may be soil from the ground, water from a lake, or even pieces of brick or concrete if it's an urban caern. Finally the Stargazer must plead with the totem spirit of the caern, begging and cajoling until finally the caern heart is relinquished for a time, taken deep into the Stargazer's own still-beating organ. But this rite carries with it an exhausting price; the Stargazer who takes this burden unto herself will die soon after performing the rite, as her flesh is simply too frail to handle the potent energies that accompany a caern's own spirit. Her time to affix the caern's heart back to the flesh of the Emerald Mother is severely limited. Knowledge of this rite is exceedlingly rare.

Effect: After opening the caern and consuming some part of it, the Stargazer may plead with the caern totem to permit this rite, and is eventually able to perform the rite. The Stargazer may carry the caern's heart within her for a number of scenes/hours equal to her rituals rating -- each increment beyond that inflicts a level of aggravated damage, which cannot be prevented or healed by any means until the caern has been released. If the Stargazer dies before releasing the caern, it dies with her and cannot be recovered. At the Storyteller's discretion, for dramatic purposes the duration of this rite may be increased to days instead of hours with the expenditure of a permanent Willpower Trait. "Dropping" the caern heart into a new location requires the expenditure of a number of Permanent Gnosis equal to the caern's rating; if the Stargazer does not have the requisite amount of Gnosis, she may make up the difference at a cost of two levels of aggravated damage per Gnosis trait missing. She may do this even if the damage kills her, essentially sacrificing her life to ensure that the caern continues in its new location. At any time while "carrying" the caern, the Stargazer may voluntarily reject the caern spirit and eject it from her form without any tests or Gnosis expenditure, but this immediately destroys the caern, and it may never return. Needless to say, such a vile act is perhaps the greatest treason a Garou can perform, and unless the Stargazer can justify the action extremely well (not to mention quickly), she is likely to face an extremely gruesome death at the hands of her fellow Garou. On the other hand, no form of control or persuasion (supernatural or otherwise) can force the Stargazer to give up the caern against her will -- all such attempts automatically fail. She must do it of her own free will, for better or worse.

 

Vigor of the Departed

Basic Death Rite

Challenge: Static Social vs 10 traits, retest rituals

Number of Ritualists: 1

Description: Two things are important to many Stargazers: the veneration of their ancestry and the tamping down of uncontrollable rage. This ritual is an answer, somewhat, to both of these presumed Stargazer "duties." With this rite (which can only be performed under the werewolf's own birth moon) a Stargazer calls upon his ancestors to help him understand some mastery (however temporary) over his anger, wrath, and fury. The Garou must sit in the middle of an empty room, or if outdoors must perform the rite where there are no people within sight. Then, the Stargazer must concoct a makeshift shrine to his ancestors, cobbled together of items that were important to his ancestors or somehow symbolize the departed. Finally, the Garou must also place two slips of paper, one in each palm. One these slips of paper, called kangshin, there must be written a list of her ancestor's names. From there, the Stargazer meditates upon her antecedents, and seeks enlightenment from those who have come before her. Come morning the werewolf will find that her Rage has been lessened. The primal fury within has been dampened, and up until the next dawn of his auspice moon, the Stargazer can try to deny any frenzy with a simple memory of her ancestor's wisdom. The vigor of the departed is thus transferred, for a short time, to the Garou.

Effect: When successful, the Stargazer can attempt to deny any potential frenzy that may happen until the next rise of his auspice moon. The player may retest any frenzy check during the period. If the Stargazer botches, they enter an instant frenzy that lasts for the remainder of the scene. This rite only functions when performed under the Stargazer's own birth moon.

 

Buying Back the Soul

Basic Death Rite

Challenge: Static Mental test vs 10 traits, retest rituals

Number of Ritualists: 1

Description: Also called the "Rite of Lalu-chilu," this rite is meant to help a Stargazer track the next incarnation of another of his tribe. Incarnations are important to the Stargazers -- when one dies, it's believed that, while their spirit may linger for a time, the Emerald Mother returns them quickly to the world to do her work once again. The quandary is then, so why aren't there the same number of Stargazers now as there were in the beginning? The problem is, new Garou aren't being born. The body is like a vessel, and while in the womb it sits, vacant of the ancestral incarnation. But the biology is already determined. While the ancestral spirit may "become" the new child, that new child is more than likely not a Stargazer werewolf. Hence, the incarnations are still being born, but into the bodies of kin, not Garou. To perform this rite, the ritemaster must be present at the death of the Stargazer whose soul he wishes to track. Once the Garou has departed, this rite must be performed within twelve hours, or it will provide no answers. The one performing the rite mixes some of the fallen Garou's blood in a bowl with equal parts milk. The liquid must be stirred by the ritemaster's own fingers or hands, and then a piece of cake or bread must be soaked thoroughly in the mixture. The ritemaster eats the bread or cake, and when next he sleps, he will be granted a vision of the newborn meant to house the next incarnation of the dead Stargazer. He will also be given a location, but no name or other pertinent information. Many Garou performing this will then seek out the newborn caught up in this transmigration of souls in the hopes that a kin-fetch spirit will be there and the child will be Garou.

Effect: If successful the Stargazer learns a number of facts about the child equal to her Rituals rating, plus one additional piece of information per Mental Traits she is willing to spend. At the Storyteller's discretion, the Stargazer may also make successive Mental Tests, retest investigation, to further track the child if this rite is successful, though it should be noted that this rite does not act as a faultless homing device, simply a collection of visions and information that make it easier to track the child. Note also that this rite does not guarantee a Stargazer will be given a second incarnation, though if she doesn't this rite will sense that fact as well.

 

Rite of Knowing

Basic Mystic Rite

Challenge: Static Mental test vs 10 traits, retest rituals.

Number of Ritualists: 1

Description: The Stargazers, ever on a quest to answer the riddles of the cosmos, often turn to divination to puzzle out some of the more oblique conundrums of the universe -- sometimes to even solve those questions that haven't yet been asked. There are many forms of divination available to Stargazers (or to anybody, really). Sciomancy is divination by shadows or darkness. Divination by smoke is called Capnomancy. Onomancy is the divination by the letters in a person's name. Tephramancy is divination by ashes, catoptromancy is divination by mirrors, and austromancy is divination using the wind as a guide. There are other popular divination tools, as well. The chosen form of divination ultimately doesn't matter, only that the Stargazer uses it and believes in it. The Stargazer lays out her divination tools as proper (which may involve throwing bones, dice, or standing on a peak and examining the winds). The items before her then literally become infused with their spiritual counterparts. Dice may begin rolling of their own accord, the winds may begin blowing and whispering in the Stargazer's ear, and ashes may hang suspended in the air and reveal a shadowy face. Secret truths are imparted to the Stargazer, though they are not particularly clear at first.

Effect: By performing divinatory feats for a scene, then throwing the challenge, the Stargazer may acquire a number of bonus traits equal to her Rituals rating plus 2 traits per Rank of the ritemaster. These bonus traits may only be applied to tests involving the Enigmas Ability, though they need not all be used on the same test if she desires. Another Garou or kin may benefit from this rite at the ritemaster's desire, but they must be present during the entire divinatory process and possess at least one level of the Enigmas ability for this rite to be of any use to them. This rite may only be performed once per session, and multiple uses are not cumulative.

 

Rite of Seed of Desire

Intermediate Mystic Rite

Challenge: Static Social test vs 16 traits, retest rituals, followed by three simple tests, retest rituals

Number of Ritualists: 1

Cost: Willpower, from either party. Each one spent reduces the test difficulty.

Description: Desire, in and of itself, is unavoidable. Everybody wants something, and few Stargazers deny this. However, many Stargazers also openly deny their own desires, giving in only to the beneficial desires of others (or the desires of the world). Lust, greed, gluttony -- these traditional "sins" are also the seeds of desire that afflict all. Stargazers would seem the model of desire denial, and many of them are. Unfortunately, however, this repression also lends itself to the theory that every action has an equal and opposite reaction, and sometimes tamping down one's own desires causes them to pop up later at twice the strength. The longer one denies, sometimes the harder it is to deny the sweet succor of want. This ritual helps curtail that, to a degree. When performed, it literally gives spiritual form to a Stargazer's desires, in the form of an Urge-Spirit. In the Umbra around the Stargazer the Urge-Spirit manifests and can thus be communicated with, defeated, or even bound into a fetish. If the spirit is thus diminished, so are the Stargazer's prevalent "bad" desires. This rite is only performed on those Stargazers found truly desirous of negative things, however. For instance, a Stargazer with a bad chocolate habit or unrequited love in his heart doesn't usually count as one who is besieged by negative urges. Only those Stargazers who are plagued by grievous desires (or who have already given into them) are the subject of this rite. A Stargazer who is addicted to pain medication (or, alternatively, pain) is a good choice, as is a Stargazer with a dangerous love of money, women, or alcohol. The ritemaster must spend at least eight hours in the company of the 'afflicted.' After the eight hours is complete, the ritemaster must speak the mantra of desire (Aum-Klim) over the subject before blowing bone dust in the subject's face.

Effect: If all three tests are won, the Urge spirit appears and is friendly. If at least one test is won, it appears and is neutral. If the ritemaster fails all three, the spirit is actively hostile to their intentions for the rest of the scene. Once the spirit appears, the ritemaster and the subject must find some way to successfully deal with it, and the desires it represents -- bargaining, riddle contests, reasoned debate, etc. Simply attacking the spirit is considered uncouth in the extreme, and the rite is considered a failure if the best the Stargazer can think of is to try to thump on her manifested urges. Likewise, none outside of the ritemaster and the subject can interfere. If the spirit can be successfully dealt with by the end of the scene, the Stargazer is freed of the base desire (though it may recur if she is not careful) and both Garou gain a Wisdom renown. If the spirit is not handled appropriately by the end of the scene, it re-enters the Stargazer and both Garou lose a Wisdom renown. This rite may only be used to gain renown once.

 

Pilgrimage of Non-Being

Advanced Punishment Rite

Challenge: Static Social test vs 10 plus the offender's Rank.

Number of Ritualists: 1

Description: This rite is forced upon a Stargazer who has committed a grievous sin against sept or tribe. It is reserved for one who has brought deep shame to himself and others. The Stargazer's hands are bound, and he is lead over a period of months to a number of Stargazer holy places. At each caern, the offending Garou must eat ashes while the caern guardians condemn and then ignore the Stargazer. At the final caern, upon completing this grim pilgrimage, the Stargazer's entire identity and memory fall away, toppling like a house of cards that can never be rebuilt. He becomes tabula rasa, a clean slate, unable to regain the most simple and intimate of memories -- not even his own name. Most of the tribe views this rite as the utmost of punishments, but a rare few view it as a reward. Some believe that one of the highest states of being is actually a state of non-being, and they seek to have this rite performed upon them so that their souls may transcend. There is and even lesser held belief that this rite is useful for curing Harano; however, to make that worthwhile, one would have to find a way to allow the old memories and identity to resurface after the rite is completed, but as yet, nobody has come forth with a means to make that happen.

Effect: If successful, the punished Garou loses all Renown and Rank, and must begin anew, with all memories of his old identity lost along with his reputation. His traits remain the same, however, though he is unable to use any Gifts of higher Rank and must re-learn them when he has reached the appropriate Rank once more. (These cost one less Experience Trait to re-learn, however.) A failure on the test to perform this rite is generally believed to indicate that the offender can be redeemed by other means. Needless to say, due to the involved nature of this rite and the number of locations it requires, it is best handled during downtime, and the Storyteller is highly encouraged to make it as memorable as possible -- this may well be the offending Stargazer's last hurrah, in this identity at least.

 

Tea Ceremony

Minor Rite

Description: The Stargazer tea ceremony is both a social occasion and a meditation practice. It allows a Stargazer to center herself, both through uncomplicated conversation and through the calming simplicity of drinking hot tea.

Number of Ritualists: 1

Effect: If done at once a day for an entire lunar cycle, the Stargazer gains an extra trait on empathy related challenges. If the Garou misses even a single day's ceremony, she must start anew during the next lunar cycle.

 

Ancestor Veneration

Minor Rite

Number of Ritualists: 1

Description: As has been stated, Stargazers are often closer to their forebears and spiritual ancestors than most other Garou. They tend to erect and maintain sometimes simple, other times elaborate shrines to their antecedents, hoping to gain favor from them and elevate them above their once-living stations. Many Stargazers sit at these constructed shrines and pray in an effort to venerate their ancestors, partially to honor them, and partially to gain a greater connection to them.

Effect: The shrine must be composed of items appropriate to their ancestors. If the Stargazer worships and prays at the shrine for at least an hour, every day, for a month, they gain a retest on all Ancestors chops, provided they make an effort to continue venerating their ancestors daily.

 

Uktena

 

Rite of Balance

Intermediate Rite of Accord

Challenge: Social vs 12 traits, then a followup Mental test vs a static equal to the subject's Willpower plus three. Retest Rituals

Number of Ritualists: 1

Description: The Triat is in everyone, but sometimes one aspect touches a person more strongly than another. This imbalance manifests in many ways, from a Wyld-fed madness to Wyrm-spawned depression or the joyless routine of the Weaver. Packs delving into Cyber realms for extended periods or conducting raids on Black Spiral Dancer Hives come back changed, Tainted. This rite seeks to bring them back into balance, to restore the Garou's harmony with Gaia.

Effect: The ritual varies depending on the relative strength of each of the Triatic influences within the subject. The ritemaster and her assistants paint glyphs and sigils of power on the subject, followed by a bath in a stream to wash away the markings (this cleansing ritual is similar to the rite Washing the Spirit, given in Croatan Song). Then, in a medicine lodge or other neutral place, the ritemaster conducts a series of chants and songs and drumming, using sacred herbs, bones and stones, as well as a sacred fire. Success completely restores the balance within the subject. The rite lasts half a day and usually begins at sunrise or sunset. for particularly strong Taints, the rite may be held up to three more times (but must be held consecutively, with no one leaving the lodge). A Physical test vs 12, retest Rituals must be made with each repetition. Note that this rite does not eliminate merits or flaws which cause taint.

 

Rite of the Sacred Fire

Basic Mystic Rite

Challenge: Static Mental vs 10 traits, retest rituals.

Number of Ritualists: 1

Cost: One Gnosis

Description: The Sacred fire is a focal point of spiritual life in many septs, for like the heart of the caern it connects the physical and spirit realms -- the flame burns in both. Sacred fires are tended with reverence in medicine lodges or caves, or more rarely outside -- spirits are attracted to them like the proverbial moths to a flame, so such a fire would make a site pretty crowded even for an Uktena caern. Building a sacred fire in turn increases the effectiveness of other mystic endeavors. A sacred fire is to be treated with respect. While an individual may remake sacred fires at need, it is considered more honorable to maintain one. Many septs maintain the fire for a year at a stretch, while others have kept theirs burning for years or even generations.

Effect: The fire is built using sanctified materials (including a small pinch of spiritually active tobacco) and started with flint sparks or with wood friction -- never a lighter or match. The base of the fire consists of four logs that point in the cardinal directions. At the moment of lightning, the Garou expends a gnosis point and makes a test. On success, the ritemaster or any other Garou performing Mystic Rites with spirits receive a free retest on all friendly challenges.

 

Prayer of the Seeking

Basic Mystic Rite

Challenge: Static Mental vs 10 traits, Retest Rituals

Number of Ritualists: 1

Description: This is actually a modified (and much more complex) Prayer for the Prey, which is only taught to Uktena's children. Before a hunt for a specific item of lore or magic (such as a lost fetish or tome), the Garou prays while holding an attuned object (usually a water snake skin or, for the fortunate, an uktena scale). If successful, the Uktena find the search much easier. If the attuned focus is lost, a new one must be found and attuned in order for the rite to work; attuned foci are personal and cannot be transferred. Smart Garou usually give some token of their gratitude for particularly successful uses of this rite.

Effect: Initial attunement of an ordinary focus requires the expenditure of a gnosis; an uktena scale is already considered attuned to the owner. Before the search begins, the Garou prays to Great Uktena while holding the focus. If successful, the Uktena gains a number of retests equal to her Gnosis, which can be used on any Enigmas, Investigation or Occult tests made in search of the item she is questing after. Only one such retest may be used on a particular test, and the item must have value in regards to magic or hidden lore. This rite ends when the object is found or the Uktena divers from the search for any reason (including sleep or eating, not including fighting guards who bar the Garou's path to the goal). An Uktena can only benefit from one Prayer of Seeking at a time.

 

Rite of the Spirit Cage

Intermediate Mystic Rite

Challenge: Static Mentals vs 12, retest Rituals, to prime the cage.

Number of Ritualists: 1

Cost: One Gnosis to activate

Description: The Uktena believe that killing a spirit, even a Bane, is not always the best thing to do -- particularly when time is needed to question, bargain, or even bind said entity. This rite allows the Uktena to trap a spirit in a cage of energy.

Effect:  The Uktena creats a circle (usually less than 9 feet in diameter) in the physical realm. The circle is often made of flint or obsidian chips, but sometimes of candles or burning wood. After the ritemaster spends a Gnosis point to spring the trap, the penumbral air around the spirit comes alive with the spiritual representations of the circle -- in the above example, that would be rapidly whirling slivers of obsidian or leaping tongues of flame. The barrier inhibits the use of most Charms. To push through the barrier, the captive has to defeat the ritemaster in a test of the spirit's Rage vs the ritemaster's combined Willpower and Rituals rating. Even if it succeeds, the spirit still suffers one level of aggravated damage per rank of the ritemaster. This damage cuts both ways however; Garou attempting to enter the barrier receive similar damage. This rite lasts for ten minutes per level of Rituals the ritemaster possesses, plus an additional ten minutes for every Gnosis Trait spent during the creation of the barrier. For particularly dramatic moments, these time increments can be increased to one hour apiece with the expenditure of a Willpower Trait. Though it can be dispelled at any time by the ritemaster, it should be noted that the rite also ends if the circle is disturbed as described above, so great care must be taken to ensure that the boundary remains involate and the materials creating it undisturbed. At the ST's discretion, extremely powerful spirits may simply be too strong for this kind of rite to hold them, though such instances should be rare indeed or this rite becomes useless.

 

Rite of Invitation to the Ancestors

Advanced Mystic Rite

Number of Ritualists: 3

Cost: Gnosis as offering

Description: Most often used in conjunction with the Spirit's Horse Gift, this rite readies a moot or council of Uktena to welcome an ancestor spirit into its midst. Usually, the werewolves sing and dance to honor the tribal ancestors. Special foods are eaten, and invocations of sacred words may be made to the sun, moon or other natural elements, depending on the cultural backgrounds of the Uktena. Some werewolves use this rite without the Gift of Spirit's Horse, to honor their ancestors and fallen heroes.

Effect: The rite calls an ancestor spirit into the midst so that it may be present during the moot, and honored.

 

Rite of Bane Binding

Advanced Mystic Rite

Challenge: Static Mental test vs a difficulty equal to the Bane's Rage rating plus three, minus one Trait for every 20 Traits of Gnosis, Willpower and Stamina-related Traits spent.

Followup Challenge: Each Participating Garou must make a static Physicals vs the Rage rating of the spirit once the rite completes. Failure means death due to the rigor of the rite.

Number of Ritualists: 6

Description: One of the Uktena's most important self-appointed tasks is the capture and binding of powerful Banes that, for whatever reason, cannot be destroyed. The Uktena performing this rite consider it one of the most sacred and dangerous of all their mystical duties; they know the chances are great that many will die in completing the ritual, so it is never undertaken without serious forethought.

Effect: This extremely dangrous rite binds a powerful Bane to a particular location. It requires at least an hour to perform, and possibly longer than that in the case of particularly powerful or well-entrenched Banes (Storyteller's discretion). At the end of the rite, the assembled Garou sacrifice Gnosis Traits, Willpower Traits, or Stamina-related Physical Traits to creat the mysical web used to bind the Bane, and the ritemaster makes the test. Success means that the Bane is imprisoned, with the strength of the confinement also roughly determined by how much energy was spent on creating the prison. Failure means that the ritemaster must make a simple test -- if she wins or ties, the Bane is not contained and likely extremely angry, but the ritemaster survives. On a loss, however, the Bane is still free and she dies. In addition, when the rite is over the contributing Garou must each make a test of their permanent Physical Traits against a difficulty equal to the Bane's Rage rating; failure means that they die from the rigors of the rite.

 

Mockery Curing Way

Advanced Mystic Rite

Challenge: Static Mental test, retest rituals, against a difficulty equal to the Bane's combined Rage and willpower rating plus 3

Number of Ritualists: 5

Cost: One Gnosis. The ritemaster and any other Garou involved may spend Gnosis Traits to add to the ritemaster's bid on a one-for-one basis.

Description: From time out of mind, one of the worst nightmares for a Garou was for one of her Kinfolk to be possessed by a Bane. Taint could be cleansed, but the Wyrm-spirit joined body and soul too thoroughly to extricate without destroying the host; even with a powerful healer at the ready, an exorcism frequently left the host shattered in mind and spirit. Worse still, the Bane often escaped into the Umbra to possess again another day. More often than not, Garou saw killing the victim as an agonizing but necessary task. recently an Uktena pack returned from a decade-long quest with a ritual that offers a (slightly) better chance to both destroy the spirit and preserve the patient. Rather than ripping the Bane from the body, the rite drains its energy until it shrivels and pulls away like a withered creeper vine. So far, the pack's sept has kept the Rite quiet as they perfect their practice of it. Several fomori have been cured, but many more have died; two Garou nearly died in the process. Soon though, they will present it to the Grand Council. It is hoped that the rite will disseminate throughout the trive, and as word spread the Garou Nation will have a newfound respect for the dark questers of the Pure Lands.

Effect: With this potent rite, a fomori can be cleansed of the Bane that taints it, albeit at great risk to all those involved. The fomor is usually bound or otherwise rendered powerless, but it is not strictly necessary to do so (though advisable). After an hour of chanting and invocations aimed at cleansing the fomori in question, the ritemaster may make the test. If the test is successful, the Bane immediately loses a number of Essence Traits equal to the ritemaster's Gnosis, plus one additional Essence Trait per Gnosis Trait that was spent to increase the ritemaster's bid. Should the Bane be completely drained of Essence, it enters Slumber and can be harmlessly removed from the host in the Umbra. This rite is not without risk to the ritemaster or recipient however. While the chanting immediately keeps it locked into the host's body for the duration of the rite, the Bane attempts to lash out at anyone it can; in addition to what it might do to onlookers, it turns it's anger inward out of sheer spite, inflicting three levels of aggravated damage on the host every hour. This damage cannot be prevented by armor or other known means, though it can be healed normally provided the healer can get close enough to do so. A new test may be attempted every hour if the first is not sufficient to send the Bane into Slumber; however, remember that each hour brings more potential harm to the host. Should the ritemaster fail one of these tests, a simple test must be made immediately -- on a win or a tie the Gnosis spent is lost for nothing, while on a loss the Gnosis is lost and the Bane immediately attempts to escape, inflicting its Rage in automatic aggravated health levels of damage on its unfortunate host. Rituals may be spent to retest these simple tests.

 

 

Wendigo

 

        Rite of Offerings

Minor

Challenge: Static Social vs 6, retest rituals

Number of Ritualists: 1

Description: For a moon cycle the caster must meet with a non-wyrm spirit and offer it tobacco or food to be known as a friend.

Effect: when meeting with that specific type of spirit it is friendly towards you but you must specify what spirits you are making friends with. You can only be friends with one spirit type at a time.

 

        Rite of Vision Quest

Minor

Challenge: Static Physical vs 6, retest rituals

Number of Ritualists: 1

Description: Once in your life time you can achieve a spiritual quest. It is a task to be completed that you can only find out by separating yourself from others for four days and four nights. No food or drink can be consumed to achieve the vision that the spirits give you.

Effect: If you succeed in the test you are given a task by the spirits. It can only be performed once on a garou.

 

Rite of Counting Coup

Basic Punishment Rite

Challenge: Static Social vs 10, retest rituals

Number of Ritualists: 1

Description: At the new moon, the ritemaster must carve a wooden rod or wand, preferably taken from the trunk of an ash tree or a pine tree. The rod must be the length of her own forearm, from the tip of the elbow to tip of the longest claw. Into the rod, the ritemaster must carve a message of punishment, detailing either with symbols or words the transgressions of the Garou to be punished. Three eagle feathers are sometimes tied to the end of the rod, using a strip of leather or sinew. The ritemaster may keep this rod, or award it to someone who has been wronged by the werewolf in question. To complete the rite, she only needs to tap the target Garou on the shoulder or head with the rod. The taking of this coup triggers deep submission and remorse in the punished Garou, lessening their Renown, an effect that is not relieved until the next new moon.

Effect: The coup stick may only be wielded effectively by the ritemaster or someone who believes they have been wronged by the target of the rite. A wielder may only count coup with the stick in public, in front of witnesses. To count coup, the wielder should approach the target, announce "Counting Coup" and describe how they lightly tap the offender's head or shoulders with the coup stick; the strike cannot cause damage or be used to deliver any other effect. If the subject is guilty, he suffers loss of Honor Renown as described above; likewise, if he is innocent, the wand breaks, and the ritemaster and wielder suffer the above penalties. Note: A physical test (retest rituals) is required to touch a target with a  coup stick if he resists, though it should be noted that most Wendigo see attempting to avoid the coup stick as base cowardice, not to mention an admission of guilt as well. After all, if the target is innocent, he will be vindicated, and since the strike deals no damage, what harm is there?

 

Summon the Tupilaq

Advanced Punishment Rite

Challenge: Social vs 14, retest Rituals

Number of Ritualists: 5

Cost: One Gnosis from each participant.

Description: "The ritemaster collected the bones of a bunch of different animals: bear, seal, fish, walrus, horse, deer. Since the totem of Yellow Fang's pack was Wisagatcaq, the ritemaster added the bones of a jaybird's wings. Then he bound the pile of bones together, with sinew and fresh intestines, tying knots in an order I didn't understand, singing in a language none of us knew. He laid the entire thing onto the whole skin of a wolf that'd died of natural causes, and sewed the wolf skin shut with a needle of bone. With his bare hands, he dug a grave into the earth of the caern, which scared the piss out of anyone who hadn't already wet themselves. And then he just... threw the bundle into it. The rest of us put a rock on top of the grave and said Yellow Fang's name. We covered it up fast. Nobody wanted to see the empty wolf skin, lying there in the ground. The wrath of Great Wendigo rose, then. I could barely believe what I was seeing. I saw the curling of ice-smoke seeping out of the jumble of rocks, making the bloody heap underneath twitch, shudder, and finally crawl to its feet. With a horrifying, halting jerk, the thing awoke -- its skin was lurching and shuddering around, but I could tell the bones inside it were knitting together somehow. The abomination scrabbled to get its balance and then started off southward, unstoppably plowing through the snow, leaving an incredibly corrupt stench in its wake. I think we all threw up then, even the ritemaster. The Tupilaq was on the Hunt. Two days later, Jini Grey-Cloud found what was left of Yellow Fang, outside the cave where he had been hiding. The Tupilaq must have dragged him out. Jini never could bring herself to tell me what she saw. She told us she left him there for the crows."  -- from the writings of Theodore Sha-wun-uk, Wendigo wildlife conservationist.

Effect: The Ritemaster must ascertain, through the successful completion of another rite of punishment of a lower level, that the traitor Garou is worthy of death. Because of the horrible nature of this rite, it is generally reserved only for those who commit the worst offenses, such as eating the flesh of humans or wolves, openly ignoring an honorable surrender, or damaging or destroying a caern. The Tupilaq is summoned by assembling a group of accusers, each of whom offer their own knowledge of the trator's transgressions during the rite, either aloud or silently. The ritemaster makes his challenge, and all other participants in the rite must spend a point of Gnosis to contribute to the rite. Once the Tupilaq has been unleashed, nothing keeps it from killing its quarry.

 

Rite of Remembrance

Basic Death Rite

Challenge: Static Social vs 10 traits, retest rituals.

Number of Ritualists: 1

Description: To perform this rite, the werewolves in mourning for a dead Garou gather in solemnity. Occasionally, human Kinfolk are invited to join, if they were particularly close to the departed Garou, or of her bloodline. Everyone in attendance at the rite should bring with them an object or item: one that belonged to the deceased, was given to them by the deceased, or commemorates something about her life and deeds. Then, during the rite, each participant should step forward and display the item, relating its story. The objects are often colleceted into a medicine bundle, or stored in a ritually carved box or chest, although what is done with the items varies from tribe to tribe. The items and the sadness all should be sacrificed, regardless. The box can be burnt, sending the collected smoke of all the memories onto the wind, into the next world along with the spirit of the dead Garou; or the box can be buried for a period of time (usually a lunar year) until the pain of mourning has lessened, then unearthed to signify the continuance of life, before being destroyed. The place where the box is buried is considered sacred, like a caern, for the duration of its interment.

Effect: The ritemaster indicates who is to tell their story, usually in order of rank, from lowest to highest. Enemies of the deceased Garou have been known to attend a Rite of Remembrance. Unlike a simple Gathering for the Departed, which sometimes can make a connection to the spirit world through the power of released emotion, this is a rite performed chiefly to aid in the grieving of the living, and does not influence the spirits of the dead or any other ancestor-spirits. At the Storyteller's discretion, this rite may improve the Renown of the dead Garou; a particularly good story may also give the teller a point of Wisdom renown as well, especially if she is a Galliard.

 

Rite of the Sin-Eater

Basic Death Rite

Challenge: Static Social test vs difficulty equal to the ghost's Willpower to bind the ghost, retest Intimidation, and a followup Static Social test vs the ghost's Rage, retest Rituals after the food has been consumed.

Number of Ritualists: 1

Cost: One Gnosis to contact the spirit.

Description: Performing this rite allows the ritemaster to take into herself, literally, the outstanding issues or sins of a restless spirit or ghost. She does this by meditating and summoning the spirit, binding it into a prepared piece of food, and eating it. She then calls out the name of the ghost and chants aloud the essence of the unsolved matter, declaring that she has taken the matter upon herself to settle. The ritemaster is then compelled to right whatever wrongs keep the ghost from passing on peacefully. Only when the matter is resolved can the spirit find its way to its deserved next life in the afterworld. Since the ghost in question usually brings itself to someone's attention through its unquiet nature, it is much easier for a mystic to summon it. However, depending on how unsettled the spirit is, it may be conversely much more difficult to coerce it to cooperate with the rite, admit that it cannot solve the problem itself, and allow itself to be bound and consumed. Often other trusted kin of the spirit attend this ceremony and help the ritemaster to convince the ghost that the rite can help it.

Effect: The ritemaster promises to take on the task that the ghost has demanded be done. Resolving this is left to roleplaying.

 

Rite of Nightshade

Intermediate Death Rite

Challenge: A number of Static Social test vs local gauntlet equal to the amount of Rituals or Willpower traits spent, retest rituals

Number of Ritualists: At least 2

Cost: 1-5 Rituals traits, willpower traits, or combination of the two in an amount no more than 5.

Followup Cost: 1 Point of Gnosis and a Health level from anyone drinking the tea. The participants must spend a total of 6 Gnosis for the rite to work. Participants may spend more than 1 Gnosis.

Description: The Garou participating in this rite must all partake of a carefully brewed tea that contains a considerable amount of a particular narcotic, usually including nightshade as one of the ingredients. This sends all who drink it into a state of Reaching -- piercing the Gauntlet and allowing the Near Umbra to become more accessible -- that generally lasts for at least three days. The ritemaster and the participants must then focus their attention upon a particular object that is placed at the center of a ritual circle. The ritemaster calls upon Wendigo ancestor-spirits, asking them to tell the story of the object, from its birth until the current time. In this way, the rite can chain together a history of whoever touched the object, what the object was used for, or what it saw, heard, or experienced. If the object is the focus of a very powerful emotion or meaningful event, the ancestor-spirits are more likely to retrieve and share more of their memories.

Effect: Anyone drinking the poisonous nightshade tea automatically spends a point of Gnosis and a health Level. The ritual participants must spend at least 6 Gnosis points to discover any useful information about the object. The success of the rite is dependent on the Gauntlet rating of the place where the rite is being performed. Once a number of tests equal to the local gauntlet rating have been won, the rite is successful and the information surrounding the item is imparted (Usually by the Storyteller). This series of tests may be attempted once per hour until the rite is successful or the ritemaster fails every test in a series, in which case the rite is considered a failure and cannot be attempted again. Note that each additional series costs an additional Gnosis Trait and an additional Health Level, neither of which can be regained or regenerated until the rite is complete.  

 

Rite of the Fire Dance

Basic Caern Rite

Challenge: Each dancer must make a Static Physical test vs 12 traits, retest rituals, in order to avoid taking one point of aggravated fire damage.

Number of Ritualists: 5

 Cost: Five times the level of the Caern in Gnosis points. 

Description: To renew the power residing in a caern of Healing, werewolves may perform this rite, which counteracts the effects of pain and allows the cooling powers of a Water elemental or other spirit to rise further to the surface. The ritemaster should prepare a layer of burning coals, wood chips, peat, moss, or caribou droppings. The participating werewolves then dance upon the fire, howling and capering, proudly declaring their imperviousness to the searing heat. Sometimes the dancers spear their paws or feet with layers of white clay, if such can be had, to prevent burns and blisters. They can also chew the leaves of several herbs known to reduce pain. Only these worldly natural gifts of Gaia, such as plants, animals, earth, or wind, may be used to protect a dancer from being burned. Mystical aids only drain more power and so a fire dancer should never use another Gift, fetish, talen, or other rite to guard her from the fire. Wendigo believe that they should enact this rite on the night of the 13th full moon of each year.  

Effect:  In order to succesfully cast this rite, the dancers must spend five times the current level of caern in Gnosis. This refreshes the caern's power, and a dancer may claim Glory for participating in this rite. It is considered particularly good luck if the ritemaster cannot keep the fires lit once the rite has begun. 

 

Rite of the Great Bear

Intermediate Rite of Renown

Challenge: Static Social Test vs 12 traits, retest rituals

Number of Ritualists: 5

Description: The Great Bear is one of the most easily identifiable constellations; ever-present over the frozen horizon, it serves as a constant reminder of the power of the North and the Sacred Pole. Stories have given it different forms and names -- a reindeer, a coffin, a dipper, a chariot for kings, a spurned maiden -- but in most legends told by Gaia's people, it takes the shape of a Bear. One of the oldest legends tells of three stars, the bright spirits of three brave warriors. Through-out the year they pursued their prey, a pure white bear bigger than all three men put together. When autumn came, their spears finally found their target, and the blood of the Great Bear dripped down from the heavens, to turn the leaves of all the trees red as he died. This rite celebrates the fierce and determined spirits of these three Star-Hunters, by sending three brave new avatars back into pursuit of a single target of the ritemaster's choice.  For the Rite of the Great Hunt, a sept or a ritemaster is usually sent a vision from Gaia, indicating a worthy victim or sacrifice. In order to add to this rite a hunt for the Great Bear, the Spirit of Great Wendigo conveys his own, separate message and target, but to the ritemaster alone. A ritemaster must be confident in her bond with Gaia an Great Wendigo, and also confident that her septmates are willing to trust her vision and risk shame to achieve even greater glory. Although Gaia has been known to sacrifice one of the Garou as the quarry for Her rite, Great Wendigo never chooses one of his children as the target. Usually the prey of each hunt is different, but tend to possess some mystical bond or connection that may not become evident until both rites are completed.

Effect: This is a seasonal rite, and should be incorporated into the Rite of the Great Hunt, which is traditionally performed at Midsummer. The Rite of the Great Bear cannot be completed unless the Rite of the Great Hunt is successful. The hunt for the Great Bear, however, lasts longer than a day, and must be completed by the autumnal equinox. If the Star-Hunters have not captured and killed their quarry by this time, the shame becomes truly damaging. Any points of Glory Renown earned by a character for the completion of the Great Hunt are totally lost. However, if the hunt for the Great Bear is finished successfully, the characters may use the success as basis for claiming Glory renown.

 

Rite of the Vipers

Advanced Rite of Renown

Challenge: Social Test vs 12 traits, retest rituals

Number of Ritualists: 2

Description: Two enemies agree to meet within the bounds of a neutral caern. A magical circle is inscribed by a neutral ritemaster, surrounding the caern. Once the circle is closed, the foes may neither leave the circle nor fight each other until they have completed their part of the rite -- the carving of two sacred knives, from a common piece of ivory tusk or bone. They may bring no tools, but only use the sharpness of their claws. Together, they must crouch and work, side by side like kin, controlling their Rage and their form. The two foes must dedicate themselves without rest, food, or aid, to the creation of their weapon, the instrument of their vengeance. Once a knife is perfected, to the pleasure of Gaia, its edge bursts into an unmistakable glow of cold blue light. The creator of that knife may then attack her foe as she desires. The slower Garou, if she can survive the first blow, may not depart the magic circle or defend herself until her knife is finished and found satisfying to Gaia. Usually this rite ends with the death of one of the two rivals; because of this, the performing of this rite is naturally discouraged, because any loss of Garou life brings the Apocalypse one step closer.

Effect: Every scene that they are confined together, the participants must make a Rage test to avoid frenzy, beginning at difficulty four and increasing by one trait per scene. Those who fall into frenzy before finishing their knife are considered to have violated the rite, and the ritemaster may choose to either dissolve the barrier or simply allow the non-frenzied Garou to fight back without finishing his knife. Wounded Garou must test to avoid frenzy as normal. In addition, each scene both participants must make a physical test (retest crafts or rituals) to determine the progress of their blade; a number of successful tests equal to 7 minus the ritualists crafts or rituals rating, whichever is higher is necessary before the blade can be considered complete. Blades crafted during this ritual make natural fetishes.

 

Song of the Longest Night

Basic Rite of Accord

Challenge: Static Social vs 10 traits.

Number of Ritualists: 5

Cost: Each participating Garou has the option of spending a point of Gnosis as their personal offering of energy to aid in Wendigo's rejuvenation. Whether Wendigo returns the favor later remains at the Storyteller's discretion.

Description: Even the wild spirit of Great Wendigo grows weary, after eons of battle against the ever-encroaching madness of the Wyrm and the Weaver. His cold fury, like all sources of Gaia's might, needs renewal and respite in order that he continue to guide and guard his children. In gratitude for the blessings he grants his tribe, for the enduring strength he lends them, once every year, Wendigo's children offer to him the gift of rest. On the longest night of the winter, all Wendigo gather respectfully at their closest caern, or simply in a place of safety with their pack. Upon the setting of the sun and the rise of Luna, the Garou join their voices together in a howling lullaby, serenading Wendigo into his only night of sleep. The sound of these gentle, sustained and soothing howls allows him to rest in the bosom of Gaia, replenishing himself from the uncorrupted and chaotic fount of the Wyld. Meanwhile, Wendigo's children remain quiet and awake, keeping a vigil through darkness, protecting their Kinfolk and themselves. On Midwinter morning, when the sun rises, the Garou waken Great Wendigo with a howl of welcome and joy akin to the Cry of Elation, a welcoming him back with pride and singing the glories of the coming year. Then the partying begins; all should rejoice with feasting, merrymaking, brawling, and reveling in their bonds to each other and to Great Wendigo. Often Galliards regale their Kin with stories of exceptional bravery, gratitude and wisdom. Camp celebrations have been known to last for several days. Usually all activities and travel come to a stop on the Longest Night, and it is considered a damnable crime to perform any rites or use any Gifts that would need Wendigo's attention or participation. Wendigo himself deals with the foolish Garou who wakes him before dawn immediately and severely, if other werewolves don't get to her first. Interrupting Great Wendigo's sleep may endanger the lives and spirits of the entire tribe -- nobody knows for sure what horrible things may happen, though, because so far no one has been quite that stupid.

Effect: This ritual is largely roleplaying in nature.

 

Rite of the Heavy Heart

Intermediate Rite of Accord

Challenge: Static Social vs 12 traits, retest Rituals

Number of Ritualists: All those who performed the punishment Rite in question

Cost: One Gnosis from each participating Garou

Description: This rite is generally performed after the completion of any rite where a Garou is killed for her transgressions, in an attempt to restore Gaia's balance to the tribe. For example, the rite's ameliorating effects are cast upon a pack or sept after the conclusion of the Hunt of a cannibal Garou, the Rite of the Vipers, Gaia's Vengeful Teeth, or the Summoning of the Tupilaq. The participants chant to Gaia and Great Wendigo their regret for the killing of a brother or sister; regardless of the fact that she deserved to die, the loss of a Garou life is not a thing to celebrate. No matter how difficult it may be, each werewolf at the rite should recite something redeeming, worthwhile, or memorable about the dead Garou. The ritemaster and the participants then declare to the spirits their sorrow that they were unable to lead the traitor back from her offending path, and request that Gaia bear the traitor's spirit into the afterlife of the ancestors with forgiveness and relief from shame.

Effect: In addition to the standard test to perform the rite and the necessary Gnosis expenditure, those speaking on behalf of the treacherous Garou have the option of making a social test, retest empathy (packmates or relatives receive an automatic retest) in order to manage a suitably sincere and moving offering. The Storyteller is encouraged to offer aditional retests or even waive the need for a test entirely if the roleplaying surrounding this rite wis exceptionally good, particularly if the rite involves another player's character.

 

Rite of the Second Breath

Advanced Rite

Number of Ritualists: 6

Description: The rarest of ceremonies is performed in order to absolve a cannibal Garou of their sin and remove the taint of their actions, at the cost of all their Rank and Renown. Because of the difficulty in completing this rite, and the ghastly nature of the situation itself, it is seldom finished, always performed in utter secrecy, and even more seldom discussed. Many ritemasters have argued that the risk of redeeming a cannibal can never be outweighed by the cannibal's usefulness to the pack or tribe. It is generally decided, in a secret Council of the Second Birth, that the Garou in question possesses an ability or asset that is absolutely vital to the survival of the tribe. Only when this Council has come to this conclusion will the rite be prepared. The details of the rite itself are simple in contrast to the politics surrounding it. At the full moon, the cannibal Garou is brought blindfolded, bound and gagged, to the center of a concealed earthen circle. If the circle is discovered by anyone outside the rite's council, the area is considered polluted and the rite fails. This ritual area must have been purified and consecrated to Gaia nightly over the course of one entire lunar month, using the Rite of Cleansing, the smoke of burnt birch or willow branches, and copious amounts of blood from two different ritemasters. One of the ritemasters howls the transgressions of the cannibal Garou in a Curse of Ignominy, standing at the westernmost point of the circle, reviling the villain's deeds with discordant disdain. Simultaneously, the other ritemaster performs a Howl of Introduction from the easternmost point, reciting the new identity that the Garou will assume, assigning all the committed sins to the previous, vile persona. Both howls must end precisely at the same time. At this moment, the target of the rite, for all intents and purposes, has his Wyrm taint torn out by the hand of Gaia. Note that this tain remains a coherent spirit-thing in the nearby Umbra: it may evaporate, manifest as a spirit of some kind, or affix itself to another target, as befits the Storyteller's needs. Whether or not this reborn Garou (always an Ahroun) still possesses the very powers and Gifts that made him so valuable is an entirely different risk undertaken by the Council.

Effect: Due to this rite's inherently dramatic and potentially contentious results, it is highly recommended that the Storyteller be present to adjudicate the rite and its results. They are also encouraged to make this rite as mysterious, haunting and memorable as possible, and to emphasize the story value of this rite over simple in-game mechanics. As the rite's success or failure is determined entirely by the will of Gaia, (a.k.a the Storyteller), players should accept and understand that the rite's outcome is completely in the Storyteller's hands before undertaking it.

 

Rite of the Sun Dance

Basic Mystic rite

Challenge: Static Social test vs 10 traits, and then a Gnosis challenge vs a Difficulty determined by the Storyteller based on the size of the Helios spirit, 4 for gaffling, 5 for Jaggling, 6 for Avatar, 8-9 for Incarna, or 10 for an Avatar of Helios.

Number of Ritualists: 1

Description: A worthy Wendigo can make contact with the spirit-world without the use of drugs or smoke, driving herself into a state of Reaching simply by enduring the pain. At the center of the Caern or Glade, the participants must carve and erect a wooden totem pole, decorating it with long straps of rawhide or caribou skin. At the top of the pole, a caribou skull should be affixed, facing northwards. At the end of each strap hangs a sharpened hook, sometimes made of silver. At sunrise, the ritemaster, or the Garou who will undergo the rite, allows the hooks to be fastened into her flesh. Once the hooks are secured, the participants encourage the werewolf with a Howl of Introduction, announcing her intentions to Helios and the spirit world. Then they depart, leaving her alone, and the Sun Dance begins. Frequently, the Garou also cuts or otherwise mutilates herself repeatedly for a maximum amount of pain, offering up her blood in sacrifice to Gaia and Great Wendigo. The Dance usually lasts until the werewolf rips free of the hooks or otherwise collapses, although the longer she can continue through the pain and blood loss, the more power she can draw to herself.

Effect: The ritemaster makes the challenge to announce the rite to the umbra. She then makes a Gnosis challenge to determine the size of the Helios spirit that guards her for the month. Additionally, Garou who fully take part in this rite may claim Glory renown for it.

 

Rite of Deliverance

Intermediate Mystic Rite

Challenge: Static Mental test vs 12 traits, retest rituals

Number of Ritualists: 2

Description: Like the Gift of Wormwood's Balance, this rite is performed so that Garou close to each other in a pack may depend upon each other to defeat the poison of the Wyrm. However, the spirit of Great Wendigo can bestow an even greater strength upon the bonds among his tribe. During this rite, the ritemaster may learn to combat Derangements that another Wendigo close to her may possess -- even the Derangements of a metis, although she must be of Wendigo blood. The two Wendigo must belong to the same pack, and both the characters must have fought together in a battle where the werewolf's Derangement has taken hold and caused a defeat to their pack or sept. A controlled situation is set up, preferably with the target Garou's knowledge, to cause her to become Deranged. At her side, offering complete trust, the ritemaster as deliverer guides them both through the ritual, fully sharing in and enduring the effects of this Derangement alongside her, forging a link between them through the Umbra. Through this bond, the deliverer forces her will upon the Derangement, subduing it herself, and then lends courage and support, aiding the Deranged character to do the same. When the effect of the Derangement has been mastered, the two linked Garou both complete the ritual by calling upon the spirits of Gaia and Great Wendigo and offering thanks.

Effect: In addition to the standard test to perform the rite, the ritemaster must either prompt or wait for the target's Derangement to trigger. At this time, he may make a Mental test vs the target's Willpower, retest Empathy. If successful, he now shares the target's Derangement. This Derangement is gained in its most active state, and both participants should roleplay the behavior accordingly. Immediately afterward, the ritemaster must then make a Willpower test against five Traits in order to regain enough self-control to finish the rite. Each failure on this test increases the difficulty by one Trait, and the ritemaster may only make a number of such Willpower tests equal to his Willpower rating before the rite fails and he suffers the target's Derangement for one full lunar month. If the ritemaster succeeds, however, the ritemaster immediately shakes off the madness entirely, and the target may resist her Derangement without spending Willpower for one full lunar month.

 

Rite of Luna's Answer

Advanced Mystic Rite

Challenge: Social test vs the combined Willpower + Rage of the summoned Lune. In addition, the Lune adds up to five traits to this total based on the current phase of the moon.

Number of Ritualists: 1 Theurge, plus one pack of at least 3 Garou

Description: This is one of the few ceremonies that Wendigo hide from their Kinfolk, and it is never undertaken lightly. Galliards say that the rite has been passed down through the generations, from Grandmother Luna, for Garou alone, so that they may speak to Luna in times of need. When great trials and questions plague the tribe, the Elders meet in council and choose a Theurge to lead a moon dance. A sacred vessel is crafted in a fashion befitting the nature of the question, and purified in preparation to contain a great spirit. The Theurge and a chosen pack of dancers begin the dance by passing into the Umbra and choosing a moon path to follow. As they run down the path, they howl and sing of the troubles of their people, letting their cries for help echo through the Umbra. If Luna favors their prayers and judges that her aid is needed, she sends a Lune to appear and test their strength. The Theurge chosen to lead the rite must then count coup on the spirit, using the ritually prepared vessel in place of the customary wand. The Theurge and the Lune test  their wills against each other. The longer the battle, the more pleased Luna is, and the more auspicious the answer received. Should the Theurge overcome the Lune spirit, it submits utterly and passes into the vessel, where it remains until the next spring, when the fetish shatters with the first cracking of the ice. Should the Lune overcome the Theurge instead, the Lune escapes, and the Theurge's spirit is bound inside the vessel to dwell there so long as it remains whole. The vessel, upon first being lifted, speaks whatever answer Luna has seen fit to grant, directly into the heard of the holder.

Effect: If successful, the Theurge may claim one Wisdom. This rite can only be performed at the behest of the Elders, and the quality or pleasantness of the answer depends on the phase of the moon: new moon Lunes are easier to defeat, but also highly evasive and unpleasant, while Lunes of the full moon are powerful and tough, but equally forthright and helpful when defeated.

 

Black Blood of Gaia

Intermediate Rite of the Sacred Hoop

Challenge: Static Mental test vs 12 traits, retest rituals.

Number of Ritualists: 3

Cost: One Gnosis and a health trait. More may be spent if desired, but each additional Gnosis trait requires a corresponding health level.

Description: The Wyrmcomers' hunger for oil has destroyed and desecrated many of Wendigo's lands, driving his people from their homes, tearing apart the bones and blood of Mother Gaia. If a cunning Garou discovers where an oil well has been sunk, or if she sees surveying or drilling happening in her territory, she may use this Gift to alert Gaia, and ask elementals of the Earth to aid Her in redirecting the flow of the oil elsewhere, blocking it, or stopping it altogether. The ritemaster and participants hunt and kill a large animal, usually a caribou or deer, and the ritemaster tears the heart from the animal. She intones blessings upon Gaia and the sacred lands, while clenching the heart in her claws. She squeezes all the blood from the organ onto the ground, offering it to be absorbed by the Earth in sacrifice. Then the ritemaster and all other able participants of the ritual cut themselves and proffer their blood as well, giving their strength in exchange for the great forces that must be put to work beneath the surface of the Earth. Some Garou have bled themselves to death during this ritual, in an effort to offer the ultimate strength of their spirits, as well as their blood, to preserve the lands of Gaia from being despoiled.

Effect: Health levels sacrificed during this rite do not begin to regenerate until a full hour afterward, at which time the Garou begins healing normally. Results depend on the number of Gnosis spent: 5 causes drilling equipment to be damaged by strata shift. 6 causes oil volume to become irregular. 7 causes causes oil volume to slow to a trickle. 8 causes oil to stop completely, redrilling fails. 9 causes all the oil in surrounding acres to disappear, and 10 causes the oil well to spout blood instead of oil.

 

Twitch of the Idlak

Intermediate Warpath Rite

Challenge: Static Mental test vs 12 traits, retest rituals.

Number of Ritualists: 1

Cost: Two to Five Gnosis

Description: The Warpath have preserved this method of hunting seals and put it to a unique use. The idlak, a tool used by arctic Kinfolk for many years, is created out of a delicate feather tied to a long thin sliver of wood or bone. A hunter sticks this tool into a breathing hole in the ice; when a seal swims to the hole and surfaces for breath, it makes the idlak flutter and tremble. Similarly, this rite allows a Wendigo to pierce the Gauntlet with a fetish idlak, capturing a friendly spirit or Gaffling inside its slender form. This sets an alarm that makes it unnecessary for a Garou to peek through to the Umbra and thereby leave her Earthly back defenseless. Any Bane, or any other dangerous spirits that belong to the Weaver or Wyrm, may draw near the idlak's place in the Penumbra without noticing it. If the vile spirits pass too closely, or cross the Gauntlet by Materializing, the Gaffling sends a warning by setting the idlak in motion, both physically and spiritually. When it is triggered, it enables the Garou who planted it to track the spirit's manifestation, or helps her to cross quickly into the Penumbra to follow the spirit's tracks and to engage in battle with it.

Effect: The idlak Gaffling created receives a number of Gnosis equal to the ritemaster's Gnosis, the Gnosis spent during the rite. Any time the Guantlet thins or is punctured, or a Bane or similar hostile spirit enters the nearby Penumbra, the idlak begins shaking visibly, and the STs should alert the Garou that planted the idlak that danger is nearby.

   

Rite of the Sweat Lodge

Challenge: Static Social vs 9 traits, retest rituals, plus a willpower test vs 4 for those involved

Number of Ritualists: 1 plus those involved

Description:  an entire day or more depending on taint. The sweat lodge must be done in a hut built by the rite master. It will have all involved inside the hut as wood burns and spirits are called to cleanse the taint away.

Effect: Next stamina test reduced by one and cleans a level of Permanent taint.

 

 

 

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