Ritual
New Rites
Gifts are great, but what's a servant of Gaia without rites? Garou and their shifting cousins are ritualistic and spiritual, and this aspect of their nature is often overlooked in the light of their powerful Gifts. Gifts are, basically, spirit-Charms accessible to the character through her special part-spirit nature. (Which is why they're most often learned from spirits.) However, rites are learned from the character's fellows, and are an intrinsic to the character's initiation into the mysteries of her breed, tribe, ancestors and Fera type. By performing rites, the ritualist attunes herself to the actions and beliefs of countless ritualists before her, and reaffirming her place in the Tellurian and her role assigned by Gaia.
To some players, rites are just Gifts that require preparation. This does the very concept of rites a disservice; they aren't just "magic powers." The player should roleplay rites when his character performs them, and there should be as much fulfillment in the performance of the rite as in its culmination and subsequent effects.
So enough of enough of the fluff. Here are a few new rites, designed for a variety of characters.
The Rite of the Vagabond
Level Two Rite of Need, or Level Two Mystic Rite
Tapping the spiritual power of a caern doesn't come easily to Bastet, as they hold very few caerns and caern rites have been lost to them. Also, outcast Garou find that caern totems don't cooperate with their requests. However, where there's a will...
The Rite of the Vagabond is believed to have first been developed by Qualmi, who've been known to "borrow" boons from Wendigo and Uktena caerns before asking permission. However, this rite has spread to several Bastet of other tribes (notably Bubasti, Celican and Pumonca), as well as to a few Ronin Garou. This rite allows the ritualist to steal boons from caerns by sneaking up to the edge of the bawn, quickly performing the rite, and then skulking away.
Bastet caught using the Rite of the Vagabond can often play the rite off as a misunderstanding, assuming the Garou are willing to listen ("Oh, I have to ask permission? I do apologize, I didn't know. Our customs are different, you see. So I'll be on my way..."). However, outcast Garou leeching a caern's power are in for a world of hurt. And those desperate enough to draw the energies from Spiral-held caerns or other questionable areas carries often suffer grave consequences.
System: The effects of this rite are the same as the Level One Caern Rite: Rite of the Caern. The ritualist must cut himself with a blade consecrated for this rite and bury some of his blood in the soil of the bawn; this causes one level of lethal damage to the ritualist, which becomes aggravated if the character botches the ritual roll.
Rite of the Gentle Winter
Level Two Seasonal Rite
While Wendigo revel in cold weather, sometimes it's too cold even for them. At these times, when the cold is so great the chosen of the Cannibal Spirit risks being frozen, the Rite of the Gentle Winter may be performed to cut the cold's bite. While this ritual was once unique to the Wendigo, Thomas Splintered-Pine taught this ritual to the Silver Fang hero Crescent-of-Light and her pack the Siberian Redeemers.
System: The werewolf performing the The Rite of the Gentle Winter must spend one Gnosis while saying a prayer to the spirits of winter, ice and the wind while cupping a pebble in her hands. This tiny stone is then left overnight in a fire, and is swallowed the next day. (It should be pointed out that the rock does not have to be swallowed hot!) The warmth "stored" in the pebble invigorates the ritualist's body, and she may shrug off the worst effects of cold weather for the duration of the ritual (one day per success on the Rituals roll). The Rite of the Gentle Winter even protects against the effects of Gifts or other supernatural powers that utilize severe cold, though every such attack removes a day from the rite's duration. For example, a Wendigo protected against two days of cold weather is attacked by a Bane using the Freeze Charm. The Garou ignores the Charm's effects, but now she only has a single day of cold protection left.
The Rite of Shadow Magic
Level Four Mystic Rite
This dark ritual grants the potential to work sorcery, also known as Shadow Craft. It is believed to have been developed by the Uktena, and is usually performed by the ritualist upon a deserving Garou (which is almost always another Uktena), though in extremis the Rite of Shadow Magic can be performed upon oneself. Rarely will Garou of other tribes or other Fera know it, though a couple of Nuwisha, two Ronin and a few Bastet are believed to grant or barter the ability to use magic. It involves chanting and ritual dancing by both the ritemaster and the subject of the ritual, as well as sacrifices of blood. This powerful rite calls strange, arcane spirits that literally reshape the soul of the subject, "unlocking" the mystic potential within the subject and allowing him to access sorcerous magics; this process is as painful as it sounds, and marks the subject's soul forever. However, the spirits who heed the call of the ritual demand a spiritual sacrifice from those who are to benefit from their efforts.
System: After a ceremony that lasts half an hour, the ritualist rolls Wits + Rituals to call the spirits. During the summoning, the ritemaster and the subject of this rite must sacrifice blood to the spirits, to the tune of one health level of bashing damage (if the ritemaster is the subject, only apply this damage once); however, this damage won't recover for the remainder of the night unless magically healed. Once the spirits actually arrive, the real pain begins; the arcane spirits reconfigure the subject's soul, inflicting three points of temporary Gnosis "damage" (this damage can be "soaked" with a Willpower roll, difficulty 8); any damage in excess of Gnosis carries over to temporary Willpower. The subject must sacrifice a permanent point of Gnosis to the spirits to complete the ritual.
Thereafter, the character may learn Mythical Paths as a mortal sorcerer. Note that this ritual doesn't confer any magical knowledge, only the potential for the character to attain it though his own efforts.
(For more information on sorcery and how it relates to Changing Breeds, see Shadow Craft.)
Passing On the Legacy
Level Five Death Rite
This very solemn rite may only be initiated by a Garou of at least Athro status (Rank 4) when her entire pack is present, and she knows that her death is inevitable: she's mortally wounded, or she's being hunted by a pack of Black Spiral Dancers. When her pack is gathered, the Garou makes one final, dramatic speech (the player or Storyteller should roleplay this to the hilt; if there's a dry eye at the table, you're not doing your job). The ritualist then passes away peacefully and painlessly as her soul leaves her body, but the assembled Garou find their faith and spiritual power restored, and their wounds relieved or healed.
Keep in mind the abuse potential of this rite; Passing on the Legacy is designed to be a dramatic part of a chronicle, and should never be used as a way for characters to "refill" at the expense of their comrades' lives.
Systems: Upon the ritualist's death, her pack members have all spent Rage, Gnosis, and Willpower restored. In addition, all bashing damage is erased, all lethal damage is converted to bashing damage, and all aggravated damage is converted to lethal damage (in that order).
The Rite of False Taint
Level Five Mystic Rite
Used exclusively by Shadowlords of the Bringers of Light camp, this ritual allows a Garou to infuse illusionary corruption into her aura, so that she'll register as being "of the Wyrm" when Sense Wyrm or similar powers are used on her. Note that no actual corruption occurs through the use of this rite, only the illusion thereof. (Though the Shadowlord's actions while interacting with servants of the Wyrm might well bring genuine taint on her, and make this rite unnecessary.) This allows the Bringer of Light to move through Wyrm-held territory with relative ease, and to convincingly masquerade as a Black Spiral Dancer.
There are rumors of a similar rite among Uktena Banetenders. The story goes that these werewolves would disturb the Wyrm-beasts they seek to pacify if they didn't also smell of the Great Destroyer, and they use the rite in performance of their duties. This rumor hasn't been substantiated, as these Garou wouldn't associate much with their fellows, nor brag of their "corruption" if they did.
System: This rite must be performed in darkness or at night. The ritualist must burn a poisonous plant and eat the ashes, turn widdershins (counter-clockwise) three times, then makes her Rituals roll; the illusionary taint lasts until the next sunrise. If the character wishes to rid herself of this taint before the duration expires, she must plant a seed in the earth and then turn clockwise three times, but the ritualist must perform this rite again to "reinfect" herself.
Go to the Werewolf index.
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