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When the Forsaken go to war, they must know for certain who is with them and who against. Of
the packs that join for battle, one becomes alpha, and the rest must be willing to remain dedicated to the
wars ideal even while someone not their pack alpha gives them directions. It can be hard, but this rite
helps. The Rite of the Avowed Soldier is an oath conducted by the ritemaster, that promises devoted
service in the war until the enemys defeat. This helps assuage werewolves egos, as they are sworn to the
war and not to the war leader. Even members of the alpha pack are subject to the rite, since they may well
be ousted from their positions of leadership before the war is done.
Performing the Rite: Before a semicircle of her peers, with her back to a bonfire, the rituals
subject proudly declares her dedication to the war. The ritualist conducts the subject, asking her name
and the name of her pack. After those, she describes her commitment to the goal of the war, and the
ritemaster turns her statements into eloquent poetry. After he has howled the subjects affirmation loudly,
the ritemaster guides her in a formal oath swearing her dedication to the war.
Dice Pool: Harmony
Action: Extended (12 successes; each roll represents three minutes of effort)
Roll Results
Dramatic Failure: Peers are unconvinced by the ritemasters representation of the soldiers
feelings. She may join the war if she still desires, but her heroism does not inspire tales. The ritemaster
and the subject both suffer a 1 die penalty to Social rolls involving members of the war for the next
month.
Failure: No successes accumulate.
Success: Successes accumulate. If the rite is finished, the subject becomes an official supporter of
the war. She may benefit from the war totems blessings and is the peer (apart from Renown) of any other
werewolf participating in the war.
Exceptional Success: Successes accumulate. Gaining 17+ successes by the end of the rite means
that her words were moving, or her ritemaster was particularly gifted in his speech. Both gain a one-die
bonus to Social rolls with other members of the war for one month.
------------------------------------------------------------------------------------------------------------------BaNISH HUMaN ()
This simple, quick ritual forces a living human or animal out of the spirit world and back into the
physical. While the Banish Human ritual got a lot of use before the Sundering when a human might
easily enter the spirit world the Gauntlet serves as a hard barrier today. This rite doesnt see a great
deal of use in the modern world, as humans rarely venture into the spirit world (deliberately or
accidentally). It can, however, rescue a human whos been trapped in the Shadow Realm by accident or
malice. Many modern werewolves use this ritual to interfere with the activities of human shamans and
wizards who enter the spirit world.
Performing the Rite: This simple ritual takes just one turn to perform. The ritualist must be
within arms reach of the target but doesnt have to touch him or her. The ritualist emits a howl of rage
and commands the subject to return to his home realm.
Dice Pool: Harmony (versus subjects Resolve)
Action: Instant or contested; resistance is reflexive If the human subject of the ritual is capable of
performing magic to keep himself in the spirit world, Resolve can be rolled for him to contest the
werewolfs effort. If the human cannot perform magic, the rite involves an instant action alone.
Roll Results
Dramatic Failure: The rite fails, and cannot be used again against the target for the duration of
the scene.
Failure: If the humans successes equal or exceed those rolled for the ritualist, the subject remains
where he is. If the subject is incapable of magic and no successes are rolled for the werewolf, the human
also remains in the spirit world.
Success: A banished human returns instantly to the physical world in the nearest equivalent
location. If he is currently in a place with no earthly analogue (pg. 260), hes returned to a random
location thats significant to him (such as his home or birthplace).
Exceptional Success: The subject cannot return to the spirit world for a number of days equal to
the werewolfs Harmony dots.
Suggested Modifiers
3
Target has supernatural powers (such as a ghoul or mage). The modifier applies to the roll made
for the ritualist. (Werewolf: The Forsaken, p. 149)
BLOOD OGHaM ()
This ritual allows the ritemaster to communicate a single sentence in a variant of the runic-style
language known as Ogham, used by the ancient tribes of Britain. The rite itself is used to mark the
boundaries of territories and hunting grounds in a manner that is immediately recognizable to
werewolves and wolf-blooded, but undetectable by normal humans. Werewolves seeing Blood Ogham
upon a surface know that they are risking trespassing on another packs territory, and are free to act
accordingly.
Performing the Rite: The werewolf carves the Ogham runes for his packs name and hunting
ground into a solid surface such as a tree trunk, a wall, or even a door. As he performs the carving he
repeats The Herd Must Not Know, in First Tongue, until the runes are completed. Afterwards, he wets the
runes with a few droplets of his own blood.
Upon completion, the Ogham runes stand out distinctly from the surface they have been
scratched onto, appearing as bleeding symbols gouged into the wall, tree, or door.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails; the werewolf may not call upon the rites powers for another
week.
BLOODS REVELaTION ()
This ritual steals the memories from the subjects mind, ripping them in scattered shards and
allowing the ritemaster to recall events as they happened to the victim. Though the process is painless for
the victim and the victim retains her memory, some victims will experience momentary disorientation if
they try to remember any of the memories that have been stolen. Unfortunately for the ritualist, he has
no control over which memories are taken, which often end up being a clashing mixture of recent events
and long-buried recollections.
Performing the Rite: The ritualist must have tasted (and swallowed) some of the subjects blood
within the last 24 hours. If he has done so, the werewolf is able to meditate on the act of consuming
another creatures blood and unlock the secrets of the victims life. Some werewolves believe that this is a
prayer of sorts to Wendigo, and it is the totem that steals the victims memories. Others insist that all
memories of a creatures life are contained within its blood, whether they argue from a scientific DNA
standpoint or mere belief in the power of blood.
Dice Pool: Harmony contested by victims Resolve + Primal Urge
Action: Instant and contested
Roll Results
Dramatic Failure: The rite fails, and the Uratha must taste the targets blood again if he ever
wishes to make another attempt.
Failure: The rite simply fails.
Success: The Uratha can access a store of the subjects memories, which are now within his own
mind. It is confusing at first, though the werewolf is always aware that the events never happened to
him, as such. Storytellers should feel free to describe the chaotic nature of the memories that come in a
broken stream of information.
Exceptional Success: The werewolf remembers some of the subjects memories that
immediately relate to a certain factor that interests the ritualist.
BOUNDaRY ()
The Elodoth is the Walker Between, the one auspice with a real understanding of boundaries and
edges, the oft-invisible lines that divide the world into yours and ours. Werewolves fight over
territory all the time, but when neighboring packs have helped each other in the past, starting a turf war
is a really bad idea. To that end, the rite defines a shared border between two territories. Both packs must
agree on where the border runs; the spiritual compact that empowers the rite recognizes no disputed
zones. Any werewolf of either pack can see the boundary as a softly glowing wall, about as bright as the
light of the Half Moon on a dark night. The boundary doesnt stop anyone crossing it; it just acts as a
reminder that two packs have drawn a line in the sand. In the Shadow, the boundary is a wall of bright
moonlight almost a half-mile high; easily enough to scare minor spirits into remaining on one side or the
other.
Performing the Rite: Both packs must have agreed on a shared border before this rite begins. The
ritemaster howls to the totems of both packs and to the spirits of both territories, entreating them to
honor the boundary. Each packs alpha urinates into a large container prepared with agrimony, camphor,
salt, and collected rainwater from both territories. The ritemaster walks along the boundary with both
alphas, spilling the mixture in the bowl along the line. At the end, both alphas call to their pack totems to
respect the divide between the two territories.
Dice Pool: Harmony
Action: Extended (5 successes required per mile, rounded up; each roll represents 20 minutes)
Roll Results
Dramatic Failure: Perhaps the boundary spells out a curse in some ancient spiritual tongue or the
packs totems were on the wrong side of the line. Whatever the case, the boundary is invisible. Any
werewolf or spirit who crosses from one territory to the other gains a +1 modifier to the first roll made in
the new territory.
Failure: The boundary goes unmarked.
Success: The boundary shows up to the eyes of werewolves and creatures that can see into
Twilight as a faintly glowing barrier, and in the Shadow, the barrier shines so bright as to be
unmistakable. The boundary offers a slight physical resistance to any werewolf attempting to cross it.
Even blindfolded, a werewolf will know when she crosses the barrier. Any werewolf who crosses from
one territory to the other suffers a 1 penalty to the first roll made in the new territory. The barrier lasts
for one full lunar month (28 days) before needing to be renewed.
Exceptional Success: Knowing that theyve a strict line between their territories makes it a little
easier for both packs to trust one another. Socialize rolls made between members of both packs gain a
one-die bonus while the boundarys in place.
Roll Results
Dramatic Failure: The ritualist fails to mark the wolf-blooded and may never successfully mark
this particular uragarum, henceforth.
Failure: The Irraka fails to mark the wolf-blooded.
Success: For one full lunar year, the wolf-blooded is marked by the ritualist. If the uragarum is
grievously hurt (suffering from wound penalties due to lethal or aggravated damage) or in what she
believes to be life-threatening danger during that time, the ritualist knows and also knows the direction
in which he must travel to reach the wolf-blooded, though not the distance.
Exceptional Success: The character receives all of the above information and also knows the
rough running distance between himself and the wolf-blooded (five minutes, a couple of hours, just over
a week, etc.).
tiger at the Bronx Zoo with this ritual, the tiger wont be able to get out of its enclosure (though it will try
mightily for an hour).
Exceptional Success: Considerable progress is made toward summoning the animal.
CHIMINaGE ()
The practice of chiminage, offering a spirit a gift of Essence to gain a favor or coerce it into some
action, is a long-standing part of werewolf culture. Offerings of chiminage are even integrated into many
rites. This rite formalizes the practice, imbuing the act with spiritual significance that gives the ritemaster
a subtle power over a spirit. Ithaeur often use this rite as a carrot to open negotiations, before
employing the stick of banishment or the like.
Performing the Rite: The Ithaeur sets up an altar (which can be as minimal as a circle drawn in
the dirt around a campfire to an elaborate construction of stone reminiscent of a church altar) with a
source of flame on it. With a small knife or a claw, she carves off a piece of an object representative of the
spirit to whom she is offering chiminage and places it in the fire. Intoning an offering of peace in the First
Tongue, she spends a point of Essence to catalyze the offering.
The spirit that is the subject of this rite must be at hand when this rite is performed.
Dice Pool: Harmony
Action: Ex tended (requires three successes per Rank of the target; each roll represents one
minute)
Roll Results
Dramatic Failure: The ritemaster grievously offends the target. The spirit becomes hostile, and
receives a +2 bonus on any rolls made to contest a Gift, rite, or social interaction by the ritemaster.
Failure: No successes are accumulated.
Success: Successes are earned. When the ritemaster accumulates the required number of
successes, the target gains one point of Essence per dot of the ritemasters Wisdom Renown. The
ritemaster gains a +2 bonus on Gifts, rites, and Social rolls against the target for the rest of the scene. In
addition, the performance of this rite removes the need to offer chiminage as part of the performance of
any further rites during the scene.
Exceptional Success: Tremendous progress is made toward completing the rite. If the rite is
completed with five or more extra successes, the bonus to Gifts, rites, and Social rolls, along with the
waiver of chiminage requirements, lasts for a week.
Condemnation, rite of ()
One werewolf does not always approve of another. To some perspectives, the People seem so
fractious that its remarkable that any two packs ever get along, but werewolves understand each other
on levels that are difficult for a human to appreciate. Even if they dont agree, they are all bound together
by their common fates and experiences. When one of the Uratha feels that another has disgraced himself
and his race, he may perform this ritual to declare that shame to Forsaken society. This is also the rite
used when a werewolf who has participated in the Rite of the Avowed Soldier must be removed from the
war, usually because of betrayal or great ineptitude.
Performing the Rite: The werewolf who wishes to condemn another must perform this rite
herself; a war leader may designate another to end the Rite of the Avowed Soldier if she wishes. Bearing a
token that represents the target of the ritual diatribe and another that represents the disgrace or betrayal,
the ritualist rails against the shameful actions of the rites subject. At the end of the speech, she uses the
token of disgrace to break the other token.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents five minutes of effort)
Roll Results
Dramatic Failure: All successes are lost. The character has poorly represented her opinion of the
rites subject and made her audience think her inconsiderate, judgmental and rash. She suffers a 1 die
penalty to all Social rolls among her audience for the next month. Other members of the war do not
believe the condemnation and consider the rites target still an honorable participant in the effort.
Failure: No successes accumulate.
Success: Successes accumulate. If the character has the required number of successes, she
completes her condemnation. Her audience (and people to whom the words spread) think poorly her
rants target. He suffers a 1 die penalty to all Social rolls among the audience (and people at the meeting)
for two months. He is no longer part of the war and can gain no benefit from the wars totem.
Exceptional Success: Successes accumulate. If the character achieves 25+ successes at the rites
completion, she has made a particularly moving case. Her tale spreads quickly throughout Forsaken
society (and among any allies in the war), and the rites subject suffers a 1 die penalty to Social rolls with
those entities for three months.
Contrition, rite of ()
In game mechanics terms, the Pure Tribes Rite of Contrition is very similar to the Rite of
Contrition described on p. 155 of Werewolf: The Forsaken. The Pure rite requires a Harmony roll, with
successes accumulated against a target equal to 10 times the targeted spirits Rank. However, functionally
this ritual is different. First, it is a level-one rite, rather than level two. Additionally, rather than simply
apologizing for offense given, the Pure werewolf using this rite must remain out of sight of the moon for
an extended period. The werewolf may make a Harmony roll every day that he remains out of the moons
sight (rather than every 10 minutes); when he accumulates sufficient successes, the rite is considered to be
complete and has the same game effects as the ritual described in the core Werewolf rules.
Dedication, Rite of ()
A werewolfs body is suffused with Essence, allowing it to contravene the laws of the physical
world in ways science deems impossible. For example, a werewolf can bodily enter the spirit world or
quadruple his mass in an instant by changing shape. This spirit energy doesnt automatically infuse the
werewolfs belongings, though. Shifting to Dalu almost certainly damages a werewolfs clothes, and
shifting to any other form destroys them. By the same token, when a werewolf steps into the spirit world,
his mundane belongings are left behind. This rite allows a werewolf to ritually tie mundane objects such
as clothing, watches or weapons to his Essence.
When the werewolf shapeshifts, a ritually bound or dedicated item of clothing or equipment
shifts to match his form if feasible, or merges with his flesh. For example, if a werewolf has dedicated a
suit of clothes, a necklace and a wristwatch, all these objects change in size to suit his new form when he
assumes Dalu. When he shifts to Gauru, the clothes merge with his flesh, but the wristwatch and necklace
might shift size again. When he takes Urhan form, the wristwatch also blends with his flesh, while the
necklace might remain. In addition, all these objects remain with him when he enters the spirit world,
although the un-dedicated flashlight he carries doesnt.
Performing the Rite: The ritemaster may perform this ritual on himself or on other werewolves.
It involves cutting the recipient with a claw and smearing his blood on the item in question, drawing a
circular pattern. At the culmination of the rite, the item absorbs the blood, leaving no stain. The ritual
takes a few minutes for every item to be dedicated.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one turn)
Roll Results
Dramatic Failure: The rite fails, and all accumulated successes are lost.
Failure: No successes are added to the roll for the current period.
Success: The target may have up to one item bound to him per Primal Urge dot that he has. He
may later choose to release a dedicated item in order to dedicate another one. The target need not have
all items dedicated to him at once. For example, this ritual could bind two new items to a character who
already has two items dedicated to him, as long as his Primal Urge is at least 4.
A simple set of clothing counts as one item. A backpack and its contents also count as one item,
although only the contents inside the backpack at the time of the rite. If a werewolf later adds something
to the backpack, it doesnt count as dedicated unless the rite is performed again with the new object
inside. The contents of an article of clothings pockets arent considered part of the clothing, unless the
werewolf dedicates that particular article of clothing as a separate item. Therefore, if a werewolf dedicates
a business suit to himself as one item, the watch in his pocket doesnt count as dedicated. If, however,
he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.
Exceptional Success: The item doesnt count toward the characters Primal Urge limit on how many
items that can be dedicated to him. It is essentially dedicated for free or is extra.
DEMONSTRaTION OF OBEDIENCE ()
The Ivory Claws are the pioneers of this ritual, which gives the subject more power when
performing other rites by virtue of his obedience to Silver Wolfs decrees (specifically, the orthodox laws
listed on p. 69). Some Fire-Touched and Predator Kings know their own variants, which require
obedience to a similarly restrictive law chosen by their Firstborn patron. Few werewolves of any ilk are
able to obey these laws for a long time, but some Ivory Claw ritualists and hermits are able to hold to
them for months if not years.
Performing the Rite: The subject of the rite who can be the ritualist, or can be another
werewolf declares that she is an obedient child of Father Wolf. She then announces one of Silver Wolfs
laws of purity that she intends to obey. The ritualist anoints the rites subject with ritually blessed pure
water and commands the subject to obey the laws of the great father. Note that this ritual can stack
with itself. If the subject of the rite obeys two or three of Silver Wolfs laws of purity, she gains two or
three bonus dice. She cannot exceed three bonus dice, however.
Dice Pool: Harmony
Action: Simple (the rite takes five minutes to perform, but a single die roll determines success)
Roll Results
Dramatic Failure: The rite fails, and the sins of the subject come to the forefront; he suffers a onedie penalty to all rituals for the next 24 hours.
Failure: The rite fails; the ritualist can try again one hour later.
Success: So long as the subject of the rite continues to obey the declared law, he gains one die to
the Harmony roll to perform any given ritual. When that law is broken, he suffers a one-die penalty to
rituals for the next 24 hours.
Dramatic Success: When the subject of the rite finally does violate the declared law of purity, he
does not suffer the one-die penalty described above.
to look for or changes to Urhan form (not always feasible in the city), shell probably miss the markings.
Getting upset when territory is thus invaded is ridiculous, but the Meninna do have their tribal vow to
think about. Thus, this rite was developed for the benefit of werewolves new to an area.
When a werewolf crosses into an area protected by the Rite of Fair Warning, she immediately
feels a sense of subtle threat. The threat isnt severe the Uratha doesnt feel as if her life is in danger
but she does feel noticed, even if she is under the effect of a Gift or other power that masks her somehow.
The Rite of Fair Warning doesnt notify the werewolf who performed it; it merely lets the interloper know
that she is an interloper. In addition, if a werewolf is actively looking for scent marks or other territory
tags in an area protected by this rite, the player receives a +2 modifier to any rolls made to do so. This
bonus also applies to other, non-Uratha powers meant to detect supernatural phenomena (a mages
detection spells, a vampires Auspex Discipline or even a mortals Unseen Sense Merit might apply).
Performing the Rite: The ritualist must walk the perimeter of the area to be affected, continually
singing or chanting an invocation to the spirits to watch over her borders. When she comes full circle, she
seals the area with a few drops of her blood, sweat or urine (the specific fluid varies from place to place),
and marks the location with a visual or olfactory tag. Once performed, the Rite of Fair Warning lasts for
one lunar month before fading.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes of walking)
Roll Results
Dramatic Failure: All successes are lost. The character is attacked by a local spirit that takes issue
with her claim of territory.
Failure: No successes are gained toward the total.
Success: Successes are gained toward the total. When the total reaches 20 successes, the character
must continue walking and chanting or singing until she reaches her starting point, at which point she
can finish the ritual.
Exceptional Success: The character makes considerable progress toward her goal. If the character
has gained 25+ successes, the ritual is extremely potent. Any werewolf entering the territory suffers a 2
penalty to Wits + Composure rolls to avoid surprise (see p. 46 of the World of Darkness Rulebook) until
the ritualist or one of her packmates has officially welcomed the interloper to the area.
message if that is the focus of the roar the Rite of the Final Howl is taken with solemn sincerity among
the Forsaken of Britain who know of it.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails; the werewolf chokes slightly on the blood in his mouth,
preventing him for howling this turn.
Failure: The rite fails; the howl reaches no farther than a normal howl.
Success: The howl sounds out for five miles per success on the Harmony roll. Though the roar
does not reach the ears of humans beyond natural hearing range of the howling werewolf, all Uratha
with auspices within the rites radius hear the howl whether they are in the physical world or the Shadow
Realm.
Exceptional Success: No additional benefit beyondthe additional range of the howl.
Success: The ritualist honors the initiates suffering. The honoree receives three experience
points, which may be spent only on improving Glory Renown.
Exceptional Success: The ritualists performance is so spellbinding and tells of such epic prowess
in battle that it attracts the attention of a Lune of the honorees auspice choir. The Lune immediately
grants the honoree one free dot of Glory Renown.
Suggested Modifiers
Modifier Situation
3
1
+0
+1
+1
+2
The initiates wounds have already healed when the rite is performed.
The honoree received only one or two points of aggravated damage.
The honoree suffered two or more points of aggravated damage, but was not pushed into wound
penalties.
The honoree has an aggravated wound marked in one of his last three Health boxes.
All Uratha present are Blood Talons.
Blood Talons from multiple packs are present.
Funeral Rite ()
The Funeral Rite is performed after the death of a werewolf. Its intent is threefold. First, it
provides proper honor to the spirit of the valiant dead. Second, the rite gives packmates, allies and
friends of the deceased an opportunity to make their peace with his demise. Third, the ritual speeds the
spirit of the dead werewolf on its way to the ancestor realms or into its next life. This rite is said to have
been first performed by the ancestors of the Pure Tribes upon the death of Father Wolf, and its rumored
that performance laid waste to the spirit world, wracking the very Earth with the agony of Father Wolfs
death. The modern form of the ritual has no such effect.
Performing the Rite: This ritual usually takes roughly an hour to perform. The ritualist and all
participants smear a small amount of their own blood onto both the corpse of the subject and the location
of the bodys final resting place (whether a grave or funeral pyre, or into the oceans water). Specifics of
the ritual vary from region to region, but it always includes a howl of mourning. The ritual ends with the
interring of the corpse again, whether underground, in a cairn, on a pyre or into the water varies.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents 15 minutes)
Roll Results
Dramatic Failure: The ritemaster accidentally dishonors the deceased in some way. This may
affect the performers standing among those present at the funeral. He may suffer a 1 penalty on Social
rolls toward attendees for the next month.
Failure: No successes are added.
Success: Successes are added. If the required number is accumulated, this rite may speed a
werewolfs spirit along to whatever fate awaits it, but no game mechanics apply. This rite has no effect if
performed on the undead or walking dead.
Exceptional Success: Considerable successes are gained. If 15+ successes are gathered, the rite is
considered particularly moving and effective, reflecting well on the ritemaster. He gains a +1 bonus on
Social rolls toward attendees for the next month.
burns, then must cut her palm, spilling three drops of blood on the ground. When the third drop hits the
ground, the spirits judge her words. The rite normally takes only a couple of minutes to complete. A
werewolf can use this rite only once per week unless she performs a great service to her territory in the
meantime. The spirits see further attempts as glory-hunting, and those attempts automatically fail.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The spirits mock the werewolfs efforts. The character loses a point of
Willpower.
Failure: The rite simply fails.
Success: The spirits are satisfied with the werewolfs actions and suffuse her spirit with Essence.
The character regains two points of Essence, or the characters entire pack regains one Essence point each.
Exceptional Success: The ritualist is flushed with her success and the rush of Essence through her
spirit. In addition to the effects of a success, she regains one point of Willpower
Failure: The rite simply fails, and the mark does not show.
Success: The glyph shows on the spirits form in a dull red light. This will likely make other spirits
jealous at the protection the branded spirit receives.
Exceptional Success: The glyph shows through with flickering white fire or some other ostentatious
display of the ritemasters power
HOWL OF OWNERSHIP ()
This simple ritual allows a pack to declare to the spirit world that the pack controls a given patch
of territory. The rite is simple, but it is easily interrupted. In this way, it is designed to announce the claim
to other nearby werewolves. If those neighbors do not challenge the pack shortly after performance of the
rite, obviously the packs claim is true.
Performing the Rite: The ritualist stands in the center of a territory element that his pack intends
to lay claim to and unleashes a howl of dominance. Each of the ritemasters packmates must be named in
the howl, which in essence exhorts any nearby werewolves to come if they dare and challenge the
ritualists pack if they believe they have a valid claim to this place.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: Only the nearest spirits hear the howl, and they are inclined to believe that the
ritemaster and her pack are weak and incompetent. For the next day, the ritemaster and her pack receive
1 to all rolls made to perform rites or influence spirits within the territory.
Failure: Only the nearest spirits hear the howl, and they are unimpressed.
Success: The spirits within the area become aware of the ritemasters pack and their claim.
Exceptional Success: The spirits within the area are impressed or intimidated by the strength of
the ritemasters conviction. For the next day, all members of the ritemasters pack receive +1 die to
summon or banish spirits within this territory element. (Territories, p. 50)
Roll Results
Dramatic Failure: The ritemaster feels overwhelmed with grief and cannot continue. For the
following eight hours, she suffers a 1 penalty to all rolls due to her crushing sadness.
Failure: No successes are accumulated, and the rite fails.
Success: The appropriate successes are added. If the total reaches seven or more successes, the
rite is completed. For the following year, any who come to pray at the graveyard for at least 10 minutes of
uninterrupted quiet can gain back one Willpower point for doing so. The character may only gain one
Willpower point per week in this manner. The rite lasts for one year, 365 days, from the point of the
ritemasters performance. After that, the rite must be performed anew by her or another Forsaken.
Exceptional Success: Successes are added to the total. If the total reaches 12 or more successes,
the ritemaster automatically gains two Willpower points for her success.
Suggested Modifiers
+2
2
RITE OF PENaNCE ()
As discussed in Chapter Two, the Fire-Touched believe that sin can be forgiven, provided that the
proper penance is performed. The Rite of Penance is one of the most important parts of the Izidakh
culture, and since this rite can be performed alone, most Fire-Touched eventually learn it. With it, the
Uratha can find some forgiveness for recently committed sins, no matter how intense. The rite is
interesting in that it doesnt require the werewolf to seek forgiveness from the people he actually sinned
against, only a more abstract form of absolution from Gurim-Ur himself. If the werewolf is seeking
forgiveness from another party, he would be well-advised to perform the Rite of Contrition instead.
Performing the Rite: The Fire-Touched who is receiving the rite must confess his sins. If the
werewolf is performing the rite upon himself, he usually builds a small fire and directs his confession
there, the idea being that Gurim-Ur will hear the werewolf through the flames. The ritemaster then
decides upon an appropriate form of penance. Some ritualists choose penance appropriate to the sin
committed. For instance, lying might result in the offenders tongue being tied to a stump and then beaten
flat with iron rods, while killing another werewolf in battle (noble though it may be, it is still a sin) might call
for the killer to submit to a full minute of biting and clawing by other Fire-Touched. Sometimes the ritualist
just chooses something appropriately painful, with no regard toward how well it thematically meshes with
what the werewolf did. After all, few Fire-Touched can appreciate the symbolism while they are actually
enduring the penance.
Whatever form the penance takes, the ritualist must take care not to kill the subject. The subject
can be injured within an inch of his life, but werewolves can heal from the most grievous injuries in hours,
at most. Obviously, the use of silver is strictly forbidden in the Rite of Penance (though some heretical
packs of Fire-Touched sometimes break this rule).
Each roll in the rite requires five minutes of torture, but the subject can only withstand so much.
After a number of rolls equal to the subjects Stamina + Resolve (+ Iron Stamina, if applicable), the
targets body be comes inured to the pain and the subjects mind becomes awash with Rage. At that
point, the subject must check for Death Rage for every roll the ritualist makes for the remainder of the rite.
If the subject enters Death Rage, of course, the rite fails (treat as a dramatic failure, below).
This rite can be performed only once during any given lunar month on any given subject.
Dice Pool: Harmony
Action: Extended, (20 successes subjects current Harmony; each roll represents five minutes
of torture)
Roll Results
Dramatic Failure: The act of penance is either not sufficient, or the subject flies into Death Rage,
ruining the rite. All successes are lost.
Failure: No successes are gained.
Success: The successes are added to the total. Once the ritemaster reaches (20 subjects
Harmony), the rite is successful. At that point, the subject of the rite can attempt purge himself of any
derangements or compulsions accrued as a result of Harmony loss. The player rolls the characters
current Harmony rating once for each derangement. If the roll is successful, a mild derangement
disappears or a severe derangement becomes mild. It is possible to continue performing the Rite of
Penance until all derangements have been purge, but this is time-consuming and, of course, painful.
Exceptional Success: The successes are added to the total. No effects beyond the rite being
completed quickly.
Suggested Modifiers
Modifier Situation
+1
occur (rain or snow, for instance), his trail remains fresh and easily tracked. Provided that the ritualist
successfully performs this rite again before its duration elapses, she can indefinitely preserve the integrity
of a scent trail. Successes accrued for supernatural occlusion effects that might compromise the scent of
the prey are directly compared against the ritualists successes, with ties going to the quarry. If the
werewolf presently has the taste of the preys blood, however, ties go to the ritualist.
Exceptional Success: The trail remains fresh for the ritualist for an entire year of lunar months (a little
over 354 days).
Renunciation, Rite of ()
Sometimes, a werewolf discovers that she simply cannot consider herself a member of her tribe
any longer. Perhaps she chose poorly during her initiation; perhaps her ideology changed under the
pressures of Forsaken life. In such cases, its better to formally renounce ones tribe to begin a new life
than to crack under the strain.
The rite doesnt actually create the ability to leave the tribe at all. A werewolf who doesnt
perform this rite is not mystically bound to be a member of her tribe forever. Rather, this rite allows a
werewolf to leave her current tribe formally while causing the least amount of offense to the tribes
patron totem and the other werewolves of the tribe. Once the Rite of Renunciation is performed, the
werewolf is free to undergo a second Rite of Initiation and join another tribe, or to simply walk as a Ghost
Wolf.
Performing the Rite: The werewolf who wishes to renounce her tribe must be the one to perform
this rite. The rite is usually performed in the presence of an elder of the tribe, but if none are able (or
willing) to attend, the supplicant usually substitutes a summoned spirit of the tribal totems brood or an
effigy of the tribal totem. The rite begins with a low howl begging leniency. The ritemaster then begins
the ritual speech of renunciation, praising the virtues of the tribe even as she admits her inability to hold
to them. In most variations of the rite, the supplicant symbolically sheds some token of tribal
membership. (A Bone Shadow might divest herself of all garments and fetishes in ceremonial fashion,
while a Blood Talon might slice away the scar gained from his Rite of Initiation.) At the close of the rite,
the ritualist kneels, bows or exposes her belly before the elder, spirit or effigy as a final gesture of
appeasement.
Dice Pool: Harmony
Action: Extended (50 successes; each roll represents 10 minutes of effort)
Roll Results
Dramatic Failure: All successes are lost. The character has made an embarrassing gaffe and
insulted the tribe or tribal totem in question, and is likely to gain enemies among the tribe.
Failure: No successes are gained at this time.
Success: Successes are gained. If the character gains the total required amount, the rite concludes
and shes no longer considered a member of her tribe. The character loses one dot of Renown in the
category associated with her former tribe. The character may later choose to join a different tribe, in
which case she must undergo the Rite of Initiation for that tribe as usual. If she chooses not to join
another tribe, shes now considered a Ghost Wolf.
Exceptional Success: Successes are gained. If the character has gained 55+ successes, her closing
plea was exceptionally moving, and her former tribemates will view her with more kindness and
camaraderie than they might have otherwise.
RITUaL MIND ()
A werewolf who has trouble finding balance before invoking the spirits to empower her rituals is
at a disadvantage compared to Uratha who pay closer heed to the tenets of Harmony. To redress that
balance, many ritemasters have taken to petitioning Mother Luna to watch over their workings. While
Luna likely doesnt pay any heed, the local spirits recognize the werewolfs need to focus.
Many werewolves consider this rite holy in some way, a ritual created to assist with the greatest
of workings. For Uratha of lower Harmony to use it seems rather profane to many dedicated ritemasters,
but its use goes on. A new werewolf will likely not learn this rite first, but knowing it before she needs it
to bolster her Harmony marks her as a highly dedicated ritualist.
Performing the Rite: A werewolf can only use this rite to assist in using another, and the same
werewolf must perform both rites. She must prepare all of the materials required for the other rite before
starting, and only enacts this rite when ready to start the other as well. The werewolf faces east if she
cannot see Mother Luna or west if she is visible in the sky. From there, she takes one deep breath and
howls her need for clear thought and balance to the four cardinal directions, turning clockwise. The rite
takes less than two minutes to perform.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails. Due to the extra confusion and stress, the other rite suffers an
additional 2 modifier.
Failure: The rite fails. The ritemaster gets neither bonus nor penalty.
Success: The ritualist may add one die to her Harmony roll for the other rite. This extra die can
only be used to offset penalties to the roll, not to gain extra dice above the characters Harmony.
Exceptional Success: The ritualist gets three extra dice to offset penalties rather than just one.
Success: The scent of the fallen immediately springs to the nose of the Valkyrie. Any within 10
yards may be identified immediately. Any likely candidates for the Funeral Rite from farther away must
be tracked. The Summis-urdu may catch the scent of someone within one mile per point of Primal Urge.
Exceptional Success: A raven or wolf appears to identify the dead, and the Valkyrie gains +4 dice
to perform the Funeral Rite for the identified Uratha.
Suggested Modifiers
Modifier Situation
+2
+2
+1
+1
-2
-2
SHaRED SCENT ()
Every werewolf can trace even faint remnants of a scent as long as hes tasted his preys blood.
This rite dates back to the earliest times, to the legendary task of tracking wayward spirits and men and
keep them out of the wrong side of the Border Marches. Wolves dont hunt alone, and neither do Uratha
they track their prey in packs. In those ancient days, the werewolves learned how to share a captured
scent.
Performing the Rite: The ritemaster must first gather members of his pack within a small, quiet
area. The ritualist then intones a howl to Father Wolf, with the members of the pack joining in as a
chorus. At the peak, the werewolf who tasted the preys blood cuts his tongue with a consecrated knife
and passes the knife around to the others. Every other member present tastes the blood. When the knife is
returned to the ritemaster, all of the werewolves present own the scent and can track the prey as
though they had bitten him themselves. This rite shares only the most recent scent the ritemaster has
captured, and it works only in the first couple of hours after hes bitten his victim.
Dice Pool: Harmony
Action: Extended (5 successes per packmate; each roll represents one turn)
Roll Results
Dramatic Failure: All accumulated successes are lost.
Failure: No successes are added.
Success: All participants now have the scent and can track the prey as though theyd tasted his
blood (see Tracking in Chapter Three, p. 179).
Exceptional Success: All tracking rolls made to track the targeted prey, including those made by
the werewolf who initially caught the preys scent, receive a one-die bonus.
ritual patterns across the skin of the subject. As the rite continues, the patterns begin to glow with silver
light and take on the form of spirit brands.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents one minute of effort)
Roll Results
Dramatic Failure: All successes are lost, and the ritemaster must begin anew. This failure to
properly honor the rites subject is seen as shameful.
Failure: No successes are gained.
Success: The successes are added to the total. If the total reaches 15+ successes, the brands blaze
into being and then fade to the proper state (to invisibility if the rite took place in the physical world).
Exceptional Success: The successes are added to the total. If the total reaches 20+ successes, the
brands are slower to fade. The subject gains a +1 to all Social rolls made to influence spirits for the
duration of the scene. (Werewolf: The Forsaken, pp.151-2)
what is happening and can use its Numina on the werewolf as if it possessed the Reaching Numen (see p.
278 of Werewolf: The Forsaken). The spirit can use its powers only on the ritualist (unless the spirit
actually knows the Reaching Numen, of course), and only as long as the rite continues.
Exceptional Success: Significant progress is made toward the goal. If the rite concludes with
successes equal to the spirits Rank + 5, the Storyteller must inform the player of the mechanical aspects
of the ban. (Tribes of the Moon, pp. 71-2)
BaNISH SPIRIT ()
This rite returns a wayward spirit from the physical world to the spirit world. In the First Times,
the children of Father Wolf used this ritual to force spirits to travel back past the Border Marches. After
the Fall, things got easier, in a way. No longer did a werewolf need to force a spirit to the Border Marches
and then banish it. Instead, she could simply force the spirit through the Gauntlet and into the Hisil.
Unfortunately, this is something of a brute-force ritual. Being shoved through the Gauntlet can be
damaging to spirits, who resent having this rite used on them. Most spirits would prefer to leave of their
own volition, perhaps after being plied with chiminage or the promise of favors. On the other hand, the
pain this ritual inflicts on a wayward spirit makes it a good stick to have around if the carrot of chiminage
proves insufficient.
Performing the Rite: The targeted spirit must be bound with the Bind Spirit rite or by physically
preventing its host from moving more than a meter or two in any direction. The ritualist approaches the
bound spirit and performs a brief snarl of exile and refusal, complete with similar gestures. The ritualist
then slowly circles the bound spirit counterclockwise, and sprinkles it with salt water from each of the
four cardinal directions. The key of the ritual is the five-time repetition of the First Tongue phrase, I
banish you from this realm, Galer za da sar. The ritualist doesnt have to repeat the phrase five times in a
row. He may sprinkle it throughout the performance, but the ritual isnt complete until the phrase is said
for a fifth time.
Dice Pool: Harmony versus the subjects Resistance
Action: Contested and extended (10 successes; each roll requires a minutes time)
The first competitor to accumulate the required successes wins, either to be banished to the spirit
world or to refuse to go. If the spirit wins, no attempt to banish it can be made again by any
werewolf for 24 hours.
Roll Results
Dramatic Failure: The rite or resistance fails outright and all accumulated successes are lost.
Either the werewolf cannot attempt to use this rite against the given spirit for a lunar month, or the spirit
leaves for the spirit wilds immediately.
Failure: No successes are accumulated at this stage of the contest.
Success: Successes are accumulated toward the total required. If the total reaches 10+ successes,
the spirit is banished from the physical world and appears in the Shadow Realm.
Exceptional Success: Tremendous progress is made or resistance is shown.
BaR TO BIRTH ()
Because an inconvenient pregnancy can make life difficult for a female werewolf, some packs
have learned how to lay a ward over the womb and prevent any new life from taking root there. Though
useful, this rite is not common. Some Uratha do not consider it a worthwhile expenditure of effort; others
feel that it is a sign of weakness to avoid pregnancy at all.
Performing the Rite: The moon must be in the sky and the subject menstruating when this rite is
performed. The ritemaster takes a dab of the subjects menstrual blood and writes Lunas First Tongue
name above the subjects womb. If the rite is successful, the blood evaporates. A ritemaster who knows
this rite also knows how to lift the ward, which requires a simple incantation and the willingness of the
subject.
Dice Pool: Harmony
Action: Instant
Roll results
Dramatic Failure: The rite fails, and cannot be used again until the subject next menstruates.
Failure: The rite fails, and cannot be used again that night.
Success: The subject of the rite cannot be-come pregnant due to intercourse with a human. This
rite offers no protection against the conception of a Ghost Child. This condition lasts for one lunar month.
Exceptional Success: The effects of the rite last three times as long. (Blood of the Wolf, p. 28)
gifted warriors. Note that this restriction applies to specific Merits and Skills: a nuzusul with Firearms 3
can still receive a dot in Brawl from this rite (assuming hes untrained in Brawl), and a character with
Fighting Style: Boxing 2 can still learn Fighting Style: Kung Fu through this rite. Specialties may be
granted even in Skills the recipient has training in.
The benefits of this rite last for one scene. If the painted glyphs are erased, the effect ends
immediately.
Suggested Modifiers
Modifier Situation
1
+1
+1
Each participant has more than two dots in Brawl, Firearms or Weaponry.
All participants are Blood Talons
The beneficiaries are nuzusul less than a month from their First Change.
How a culture treats its dead is always an important part of any society, and though Uratha are
drawn from human cultures, the werewolves have their own customs for honoring the fallen. This rite
allows a more personal remembrance around the burial site of a packmate, and is popular among the
Forsaken of the British Isles for its poignant and solemn use as a grave marker.
Performing the Rite: The packmembers cover the body of their dead friend with stones gathered
from their hunting ground, and build a cairn over the werewolfs remains. If it is completely
inappropriate to do so (such as if the packmate has already been buried in a graveyard or cremated and
buried elsewhere), then each packmember places a single stone over the gravesite and pushes it into the
soil.
Each member then changes to wolf form and howls a single emotion to the night sky, perhaps
sorrow, respect, love whichever the werewolf feels toward the departed packmate at the time. The
ritemaster lets these howls fade into the air, then makes the roll as he howls himself, beseeching a spirit of
memory to recall forever the cries of the bereaved.
Cost: 1 Essence
Dice Pool: Harmony (+1 for each additional howler after the ritemaster)
Action: Instant
Roll Results
Dramatic Failure: The rite fails as the memory-spirit pays no attention, and the werewolf may
never perform the ritual on the fallen again, though other ritemasters are free to make the attempt.
Failure: The rite simply fails.
Success: A memory-spirit hears the howls and promises to remember them for all time. In the
Shadow around the grave, the distant sounds of howling will always be heard. Werewolves who listen
carefully will be able to hear and recognize the emotions that drove those howls, and will certainly
understand the howl calling for remembrance at the death of a packmate.
Exceptional Success: As with a success, though on the anniversary of the werewolfs death, the
howls can be heard faintly across the Gauntlet in the physical world.
CaLL GaFFLING ()
This ancient ritual and its brother rite, Call Jaggling, are the core of relations between spirits and
werewolves. Though the Uratha face great animosity from the spirit broods, the ancient pacts forged
before history began still hold. Most spirits still adhere to a series of bans that require them to obey the
summons of a werewolf who performs the proper rites. The power of ritual to compel them is written on
their very being.
The Gaffling is the lowest rank of spirit, and the most commonly found in the natural world (and
the Shadow). Like most spirits, Gafflings are generally unfriendly toward the Forsaken and Pure Tribes.
The summoned spirit is under no compulsion to cooperate, and most choose not to unless offered
delightfully appropriate chiminage and/or the threat of binding. And yet, Gafflings, like all spirits, are
aware of a werewolfs Renown and are more likely to respond well to an accomplished Uratha than to a
cub.
Performing the Rite: This rite is relatively simple. The werewolf marks out a sacred circle and
sits in the middle. She consumes a small amount of reality-expanding natural substance a
hallucinogen, stimulant or depressant, as per the ritualists traditions. She then places a few hundred
grams of chiminage on the ground before her. While this is most often food of some kind appropriate to
the spirits type, it can also be precious metal, gems or another substance. The greater the value of the
chiminage, the more likely the Gaffling is to cooperate with the werewolfs request.
The chiminage may be burned, buried or doused with water in order to bring it to the spirits
attention. The ritualist then performs a howl of summons. A single Gaffling of the chosen type arrives
within several minutes of the beginning of the rite if all goes well.
Dice Pool: Harmony versus the spirits Resistance (see below)
Action: Extended (40 successes needed; each roll represents one minute); potentially contested
Roll Results
Dramatic Failure: All accumulated successes are lost; the ritemaster must begin again.
Failure: No successes are added.
Success: Most Gafflings come automatically once the required successes are gathered. A Gaffling
with an important duty that it knows it will be punished for shirking may attempt to resist the call. In
that case, the Gafflings Resistance is rolled to fight the summons. The ritual becomes an extended and
contested action. Each side accumulates successes, and the first to gather 40 wins. In the spirits case, it
refuses the summons and another might respond in its place or the werewolf beckons none. In the
werewolfs case, the spirit responds normally.
Once the spirit has been summoned, the ritualist must either bargain with the Gaffling for its
services or bind it.
Exceptional Success: Several successes are gained. In an extended and contested action, the
opponent suffers a 1 penalty to all subsequent rolls. This penalty is cumulative if one side achieves more
than one exceptional success.
Suggested Modifiers
Modifier
Situation
+2
+1
+1
+1 +
1
3
5
The werewolfs honorary Rank as determined by total Renown (see p. 272) is compared to the
Rank of the spirit summoned. If the werewolf outranks the spirit, the Harmony roll for the ritemaster
gains a bonus equal to the difference. If a werewolf with a total of 13 Renown (equivalent to Rank 3) calls
a lesser Gaffling (Rank 1), rolls made for the werewolf receive a +2 bonus. If the werewolfs honorary
Rank is less than the spirits Rank, the roll made for the ritemaster suffers a penalty equal to the
difference.
CaLL HUMaN ()
This rite dates back to the illegitimate kingdoms ruled by the Uratha in prehistory. A werewolf
might need some spare physical labor and use this rite to conjure it up. A ritualist might use this rite
repeatedly over a span of weeks to spread his seed among the women of a small town. The Call Human
rite is rarely used for ethical reasons these days, and many Forsaken find its practice disgusting.
This ritual allows a werewolf to summon the nearest mortal human within five miles. The rite
works only in the physical world. The ritualist cannot choose a specific mortal. Instead, the nearest mortal
human feels a compulsion to travel to the ritualists current location.
The rite doesnt summon werewolves or other supernatural entities such as mages, ghouls and
vampires. It may, however, call a person with the blood of the wolf (in fact, the wolf-blooded are even
more susceptible to it than ordinary people are). It doesnt summon wolves or other something of a fugue
state; he retains some self-awareness, but is strangely unaware of his surroundings, drawn for no obvious
reason to the ritemasters location. The subject receives a general idea of the distance to the werewolf, as
well as the direction. He travels to the werewolfs location as quickly as he can easily manage. If he owns
a car he uses it, but the rite doesnt compel the subject to empty a savings account in order to buy a new
car to traverse the distance.
Whether the target obeys the compulsion depends on his strength of will. Contested and
extended rolls are made throughout the subjects summons, with arrival decided by the winner. The
human doesnt show up until the werewolf wins, or the subject returns to his previous activity and
environment if he wins, all the while unconscious of where hes going, and why.
If it takes the mortal more than an hour to reach the ritualist, the magic of the rite breaks down.
The subject of the rite no longer feels any compulsion to find the ritualist (although simple monkey
curiosity might drive some humans to figure out what was going on).
Exceptional Success: Considerable progress is made toward summoning or defying the
summons.
Suggested Modifiers
Modifier Situation
+2
+2
Subject is asleep
Subject is wolf-blooded
Dramatic Failure: All successes gathered are lost. The rite cannot be performed again for another
24 hours.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, the sky is cleared of clouds
over the ritemasters territory. This change in weather lasts for 10 minutes per point of the ritemasters
Primal Urge. After that, the prevailing weather conditions will take over at the usual speed. If this rite is
used on a clear, still night, the clouds and mist might not return; if this rite is invoked during a
thunderstorm, the clouds will sweep in almost immediately, assuming the storm hasnt already passed
the area in that time.
Exceptional Success: Successes are accumulated. If 20 successes are accumulated, the prevailing
conditions last for double the usual duration.
Suggested Modifiers
Modifier Situation
+1
1
3
5
CaRRION MESSENGER ()
The Lodge of Crows has one of the finest and most secure communication systems known to the
Uratha, thanks to the crow-spirits that have been placed at t he lodges disposal. Using this rite, Crows
can send one another messages without having to bother with unreliable (or non-secure) communication
media; a Crow can send word to one of her peers in another cit y without even having to know a human
name or phone number. This rite can only be used to carry messages from one lodge member to another;
teaching the rite to an outsider is a violation of the lodges oath of secrecy, and the spirit messenger will
refuse to take a message to anyone but a Crow.
Performing the Rite : Calling the crow-spirit is a simple process. The ritemaster rolls a bit of
carrion between her thumb and fingers as she sings a whispered song to call the crow-spirit to her. When
the crow-spirit arrives, the werewolf feeds it the bit of carrion as she tells it the message the spirit is to
carry and the lodge member its to find.
Dice Pool: Harmony
Action: Extended (10 successes total; each roll represents one minute)
Roll Results
Dramatic Failure : All successes are lost. The crow-spirits will not serve the ritemaster until a day
and a night has passed.
Failure: No successes are gained.
Success: Successes are gained. If 10 or more are accumulated, the crow-spirit manifests and will
carry a short message (30 words or less) to the fellow lodge member of the ritemasters choice. The crowspirit travels at t he rate of roughly 20 0 miles per hour, and will make a flight up to 1000 miles distant.
The messenger is subtle enough not to
ritualist pours the mixture into the stream, completing the rite. The ritemaster may choose herself as the
subject.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails. The ritemaster may not try to cleanse that subjects trail again for
a full week.
Failure: The rite fails.
Success: Success means that any creature who could track the subject by the taste of her blood
loses that taste. Cleansed Blood doesnt render its subject immune to normal tracking by scent or talent
(see p. 178). After this rite is performed, the subjects scent can be re-acquired by any werewolf who tastes
her blood.
Exceptional Success: The subjects physical scent fades slightly as well. Any attempts made to
track the subject by mundane scent suffer a 1 penalty for the duration of the scene.
Suggested Modifiers
Modifier Situation
1
1
2
Roll Results
Dramatic Failure: All successes are lost. The meal cannot be blessed, and the participants cannot
successfully invoke this rite again until after the next sunrise.
Failure: No successes are added.
Success: Successes are accumulated toward the total required. If the total reaches 10 or more
successes, the meal is charged with an additional measure of spiritual power. Those werewolves who eat
enough of the meal to regain at least one Essence point (and therefore must make a degeneration check, if
their Harmony is sufficiently high to demand it) receive a +1 bonus to all Stamina and Resolve rolls made
for the next 24 hours.
Exceptional Success: Successes are accumulated toward the total required. If the total reaches 15
or more successes, the imbued level of spiritual power in the meal reaches a new peak, raising the bonus
to Stamina and Resolve rolls to +2.
Suggested Modifiers
Modifier Situation
+1
+1
1
1
CONTRITION, RITE OF ()
The Rite of Contrition is performed by any werewolf who wishes to apologize to another being
for an act of dishonor. The rite can be performed in supplication to another werewolf or a spirit. In the
case of truly powerful entities, such as Incarnae or Celestines, the subject of the rite does not need to be
present and its assumed that that spirit receives and understands the ritualists contrition. The ritualist
might not truly be sorry for what hes done, and the offended party might not be content with an apology
no matter how effusive it is, but once this ritual has been performed, all witnesses are bound by honor to
the idea that the ritualist has truly apologized to the best of his ability. The Rite of Contrition isnt used
for trivial offenses or errors in etiquette. Its intended to help rectify real offenses, such as violating a
totems ban or destroying a valued servant of the spirit in question.
Performing the Rite: This ritual takes several minutes to perform. The ritualist chooses a sort of
spirit known to be favored by the subject of the rite perhaps a pack totem or one of its spirit brethren.
Unless the spirit is powerful enough to perceive the rites effects from a distance (as with an Incarna-level
spirit or greater), the spirit must be present for the rite, although it may be on the other side of the
Gauntlet.
An appropriate food sacrifice is made to the spirit; a handful of the food in question is
burned as an offering. The ritemaster then describes in humble language the offense or crime he
committed and begs forgiveness from the subject in the First Tongue while exposing his bare neck. The
subject of the rite may respond the ritual response is Ssuthaf, I accept you. The subject may choose
not to respond (represented by turning his back on the ritualist), but that response isnt required or
magically imposed.
Dice Pool: Harmony
Action: Extended (10 successes per Rank of the spirit; each roll represents one minute)
Roll Results
Dramatic Failure: The rite fails immediately and the subject is likely further offended.
Failure: No successes are gained.
Success: Successes are accumulated. If the required number is gathered, the rite has no gamemechanical function. It serves purely as a way to apologize profusely and at length. Spirits who receive
the Rite of Contrition tend to be less ill inclined toward a werewolf who performs it. If the performer
currently suffers from Social dice-pool penalties when dealing with the rites subject, the rite may reduce
those penalties by a die or two.
Exceptional Success: Numerous successes are accumulated. If five or more are gained than
needed, the rite is particularly well performed, which may hasten the spirits forgiveness. The ritualist
could gain a +1 bonus to Social rolls in regard to the subject for a month.
CREaTE TaLEN ()
Creating a talen is usually a matter for a fetishcrafter, and requires the Fetish Rite. But the Bone
Shadows make frequent use of these minor fetishes, and discovered that a less complicated rite suffices
for creating such fetishes, providing that the Bone Shadows grease the wheels a bit. A sacrifice of blood
and pain is necessary to create fetishes without using the tried-and-true ritual, but sometimes its worth it
to get a useful tool quickly.
For this rite to function, the spirit that is to power the talen must enter the object willingly (the
spirit can be coerced, bribed, threatened or even lied to for this to take place, but it cant be forced). Once
the talen is created, it lasts for one lunar month, and then the bindings loosen and the spirit escapes. The
spirit escapes if the talen is used, as well. Most spirits simply flee upon their release, but some hold a
grudge and try to find a way to exact revenge upon the Bone Shadow. Some even grow accustomed to
being in a talen and volunteer to undergo the process again.
Performing the Rite: This rite was designed to be performed relatively quickly, and using cheap,
simple and easy-to-handle materials (unlike its more powerful cousin; see p. 162 of Werewolf: The
Forsaken). The object must be prepared in a manner appropriate to the talen. The ritualist doesnt
necessarily have to be the one to do this, but doing so requires a roll of Wits + Crafts. The ritualist gathers
the material in front of her, slashes her palm or wrist open with a blade (inflicting two levels of lethal
damage) and bleeds in a circle around the object(s). The werewolf must already have negotiated terms
with the spirit that is to power the talen, whether that means threatening the spirit with its ban or
promising to reward the spirit after service is complete (failure to follow through on this promise, of
course, is a violation of the Bone Shadows tribal vow).
After the blood circle is complete, the werewolf instructs the spirit to enter. The blood acts as a
kind of minor locus, allowing the spirit ingress to the objects, and boils off in a foul-smelling smoke as
this happens. If the rite is successful, the object becomes a talen for one lunar month.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute of concentration)
Roll Results
Dramatic Failure: The spirit has a change of heart, or a more-powerful entity sees what the
werewolf is doing and takes offense. The rite fails, and an attack may be in the offing.
Failure: No successes are gained toward the total.
Success: Progress is made toward the total. If the player accrues 10 successes, the spirit bonds
with the object and becomes a talen. For talens that have doses (such as Decay Dust or Ghost Salt; see p.
205 of Werewolf: The Forsaken and p. 75 of this book, respectively), the rite creates one dose per success
on the Crafts roll to fashion the talen (see above). The talen retains its power for one lunar month.
Exceptional Success: The spirit is comfortable in its temporary home. The talen retains its power
for one lunar month, after which the werewolf can spend one Essence point per week to keep the talen
functional. The talen remains empowered until one week goes by without a point of Essence being spent
for it, or until it is used.
Suggested Modifiers
Modifier Situation
+2
1
CURSE OF SHaDOWS ()
This unpleasant rite turns darkness itself against its intended victim. Until the night of the next
full moon, she is plagued by visions of menacing black shapes and her sight is clouded by shadow. While
the rite is most easily turned against members of the herd, some few Uratha have managed to use it to
powerful effect against other werewolves who displease them.
Performing the Rite: Standing over an object of personal significance to the rites intended target
(a family heirloom, a lucky garment, or something of the like), the ritualist walks counterclockwise
around the item, continually chanting in the First Tongue: Thi sah kathar (Suffer in darkness), until the
ritual is either successfully completed or fails.
Dice Pool: Harmony versus the subjects Composure + Primal Urge
Action: Contested and extended (the ritualist must accrue successes equal to the subjects
Composure, while the subject must accrue successes equal to the ritualists Willpower; each roll
requires a minutes time)
The first competitor to reach the required number of successes wins. In the case of the ritualist,
this means that the Curse of Shadows takes hold, while, in the case of the subject, it means that
the rite fails and that the ritualist may not target the individual with the rite again until at least
the next new moon.
Roll Results
Dramatic Failure: The rite or the resistance fails immediately. If the ritualist dramatically fails,
then he falls under the Curse of Shadows (see below). If the subject dramatically fails, then the rite
automatically succeeds, regardless of how many successes the ritualist has already accrued.
Failure: No successes are accrued at this stage of the contest.
Success: Successes are accrued toward the required total. If the ritualist is the first to reach the
required number of successes, then the subject is haunted by dark visions (suffering a one-die penalty to
all rolls based on her Resolve) and her vision is distorted by phantom shadows (inflicting a two-dice
penalty on all Wits + Composure perceptions rolls related to sight), until the night of the next full moon.
If the victim dramatically fails a Resolve or perception roll during this time, she gains the suspicion
derangement until the ritual expires (or, if she already has suspicion, then it temporarily upgrades to
paranoia).
Exceptional Success: Great progress is made or powerful resistance asserted. If the exceptional
success concludes the casting of the ritual, then the victim suffers a 2 dice penalty to all Resolve-based
rolls and 3 dice to any perception roll.
DORMaNCY, RITE OF ()
The Rite of Dormancy allows a pack to leave a locus theyve claimed for a short time without
worrying that it might be discovered or stolen by a rival pack or by other creatures that haunt the night.
The rite causes a locus to sleep, greatly reducing its flow of Essence and making it much harder to find.
This rite compels the intercession of spirits that represent a long sleep, such as bear-spirits or others in
their sleepy late autumn incarnation. The rite is best performed only on loci that the pack can control;
although it could technically be used to temporarily shut down loci outside their territory, the local spirits
who use the locus are likely to reactivate it almost immediately after the pack leaves.
Performing the Rite: The ritualist begins by invoking the appropriate spirits, who congregate
around the locus spirit reflection. He chants in the First Tongue in a low, monotone growl and anoints
the locus physical form with the juice of crushed evergreen needles, pure water or some other substance
meant to obscure scent.
Dice Pool: Harmony
Action: Extended (10 successes per dot of locus rating; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost, and the locus remains active. The rite cannot be
attempted again for 24 hours.
Failure: No successes are added.
Success: Some successes are gained. If the required number is accumulated, the locus goes
dormant for a period of no more than one lunar month. When a locus is dormant, any attempt to find it
mystically suffers a 4 penalty. The locus cannot be tapped for Essence while its dormant, nor does it
grant its ambient Essence bonus to anyone within its area of influence. A werewolf or spirit who finds the
dormant locus can revive it with an offering of one Essence point, in a sense priming the pump.
Exceptional Success: Considerable successes are gained. If five or more successes are gathered
than needed, the duration of the locus dormancy can be extended by an additional lunar month.
DOOMSTRIKE()
Spirits are notoriously difficult to kill; even disregarding the fact that they reform when killed
if they have any Essence remaining and the fact that they are normally intangible in the physical world. A
spirits Traits often give it an extraordinarily high Defense, making it difficult to even land a blow on a
spirit foe. Pack tactics and Willpower can help overcome this, but when a warrior must strike hard and
strike fast, this Rite can tip the odds. By infusing a werewolfs claws and fangs with Essence, the
ritemaster creates a sympathetic connection between the recipients blows and her targets flesh.
Performing the Rite: The recipient of the rite stands in the center of a stone circle (anything from
a ring of pebbles to a megalithic circle of standing stones), holding a burning branch of dogwood in one
hand. The ritemaster circles outside the ring, speaking exhortations to glory and victory in battle. At the
completion of the rite, the ritemaster slashes her palm open with a talon or a sharp-edged rock and marks
the recipient on the breast with his blood. This act infuses the recipient with Essence and activates the
rite.
The ritemaster may perform this rite on himself.
Dice Pool: Harmony
Action: Extended (15 successes; the ritemaster chooses the target number at the start of the rite;
each roll represents one turn)
Roll Results
Dramatic Failure: Instead of the Essence-imbued recipients attacks being drawn to ephemera,
they are repelled instead. The recipient suffers a 3 penalty to attack spirits with natural weaponry until
the end of the scene.
Failure: No successes are accumulated.
Success: Successes are accumulated. If the target number is reached, the recipient may spend a
point of Essence as a reflexive action to allow her next attack against a spirit (within the same turn) to
reduce the targets Defense by a number equal to the number of successes earned on the activation roll.
The recipient must attack with either claws or bite to benefit from this rite, and may invoke its effects a
number of times equal to the number of successes on the activation roll.
Exceptional Success: Extraordinary progress is made toward completing the rite. If the
ritemaster finishes with five or more extra successes, each invocation of this rite allows one attack to
ignore the spirits Defense.
ECHOES OF TRUTH ()
The truth is a slippery thing. The old saw has it that every story has three sides: your side, the
other guys side, and the truth. Elodoth have passed this rite from one to another for countless
generations, as it remains one of the few reliable means of getting a fragment of the truth without relying
on the fickle favor of the Elunim. It only shows a glimpse of what happened, a moment frozen in time
like a photograph taken of the past to the point where some irreverent Iron Masters call this rite
Polaroid Postcognition. Often that glimpse is enough to reveal hidden details.
Performing the Rite: The ritemaster writes his query on a piece of blank paper or bark, in the
First Tongue. The question always starts with the crucial words Duzag lal, show me. The question is
then burned over a fire made with at least one piece of oak, and the ashes mixed into a bowl of dark ink
that shows an image that answers the question.
Dice Pool: Harmony
Action: Extended (10 successes required; each roll represents 10 minutes)
Roll Results
Dramatic Failure: The werewolf sees a snippet of the past, but from a misleading angle that casts
the truth in an unlikely light. When acting on information revealed by the picture, he suffers a 2
modifier.
Failure: The bowl contains no link to the past, just murky liquid.
Success: A still image coalesces in the bowl that answers the werewolfs request. The image is
relevant to the question asked a werewolf asking to see who stole his keys would see a still image of
the moment someone picked his pocket, but if the pickpocket wore a disguise, the image wont reveal his
real face. The image revealed by this rite fades after ten seconds, and cant be photographed or otherwise
recorded.
Exceptional Success: The image reveals incidental details that give a lot away the pickpocket
in the above example had a distinctive tattoo. Rolls based off information gained from the image gain a
+1 modifier.
overhead radar, akin to those in search engines or video games; the Eyes of the City can reveal broad
patterns of information, but nothing pinpoint-specific.
Dice Roll: Harmony
Action: Instant
Roll Results
Dramatic Failure: The character not only fails to gain any insights into the city, he also questions
what he already knows. He is at a 1 penalty to all Mental rolls for the remainder of the scene.
Failure: The character does not gain any insight into the spiritual sense of the city.
Success: The depth of information gained depends on the scope of the investigation. At the most
outstretched scope, the werewolf can learn the most general spiritual facts about the entire city, such as
where the city believes itself to end, approximately how many people are in the city, where the most
spiritual unrest is (such as excessively violent or murderous parts) and so on.
At the most narrowly focused scope, the werewolf can gain information about a street or small
neighborhood. For example, a narrowed examination of New York Citys Broadway would reveal the
essential energy of excitement-spirits, sorrow-spirits (from the broken dreams of those who dont make it)
and creativity-spirits.
Since humans dont have a direct spiritual counterpart in the Hisil, the Ilian can never be certain
about pinpointing the exact locations or intents of humans; for example, he could not determine exactly
how many people are on a city block or precisely where a specific person is. However, use of this rite can
give alternate avenues of information that arent immediately obvious.
Exceptional Success: In addition to the other information gained, the Uratha can detect the
presence of loci and other places of profound spiritual significance.
In general, any information gained from Eyes of the City cannot pinpoint specifics at a greater
resolution than one-tenth of the chosen zoom level. For example, trying to get information about a one
square mile of the city will only give the Uratha the information to zoom in to about 10 city blocks, while
trying to peg down something on a city block will get it to within 150 square feet or so.
The number of successes gained is the bonus to any Investigation rolls made in the area for
determining specific information.
body parts that have a connection to the sin: thus, a liar will receive burns on the tongue, a thiefs
hands will be burned and so on. Note that the risk of a werewolf falling into Kuruth is very real here, and
so many packs are reluctant to perform this rite, even if their Ithaeur knows how to do so. The pack
usually has to keep the fiery torture going for at least one hour per point of Harmony that the Uratha has
lost. If the werewolf succumbs to Kuruth, no Harmony is regained, although some more might be lost.
Dice Pool: Harmony
Action: Extended (10 successes; each represents half an hour)
Roll Results
Dramatic Failure: The sinner flies into Kuruth and cannot be brought out of it while conscious
and able to move.
Failure: No successes are gained. The subject takes one point of aggravated damage.
Success: Successes are added to the roll; the subject takes one point of aggravated damage. If the
total of accumulated successes equals 10 or more, then one point of Harmony may now be bought back
with experience points. The rite itself doesnt restore Harmony, but allows it to be restored in perhaps
easier fashion than would otherwise be feasible.
Exceptional Success: Successes are added to the roll; the subject takes one point of aggravated
damage. If the total of accumulated successes equals 15 or more, the subject may purchase back up to two
points of Harmony if he has the experience points.
in place for one hour. The rite cannot be performed multiple times on the same area. If one spot is
overlapped by two uses of the rite, the effects of only the most recent use apply.
Exceptional Success: Considerable successes are accumulated. If five or more than needed are
gained (25+), the Gauntlet change lasts for one lunar month.
FRESH SCENT ()
Werewolves are not the only beings that live for the hunt. Mobs of humans, rival Uratha and
vengeful spirits all try to find werewolves and never for good reason. This rite cleanses the subjects
physical scent and makes minor changes to all her forms, making her just different enough to evade
anything hunting her that has not tasted her blood. Werewolves with enemies among creatures other
than the People may seek out a ritemaster who knows this ritual though using this rite too frequently
is a sure sign of cowardice.
Despite being of similar intent to Cleansed Blood, this rite is often frowned upon by the People. It
is a call to spirits to change the face of an Uratha because she cannot outwit a more powerful foe by her
own means. Ritemasters who know it walk a fine line between honest necessity and taking the easy way
out.
Performing the Rite: This rite must be performed before a fire that is open to the sky a fire in
an enclosed area will not work. The ritemaster normally lays the fire with green wood but any substance
that generates a lot of smoke will work. The ritualist casts items symbolic to the subject of the rite who
must be a werewolf into the fire, destroying any identification along with a lock of hair or a tuft of fur
and any other items that represent the subject as who she is. Once the smoke has taken these symbols, the
ritualist extinguishes the fire and traces the ash in glyphs over the subjects face while chanting to the
spirits. The subject then washes away the ash with fresh water, revealing her new face and completing
the rite. The ritemaster herself may be the subject of this rite.
Dice Pool: Harmony
Action: Extended (10 successes, each roll represents 5 minutes)
Roll Results
Dramatic Failure: All successes are lost. The subjects old scent grows stronger, and she is easier
to recognize. All rolls to track her gain a +1 modifier for the remainder of the day.
Failure: No successes are added.
Success: Once ten or more successes are accumulated, the targets hair and fur color and length,
build, facial structure and scent all change by just enough to make her appear to be different. Neither the
ritemaster nor the subject has any control over the new appearance. Attempts to track the subject based
on her old appearance suffer a -5 penalty for one week after the rite. Tracking assisted by the taste of the
subjects blood is unaffected.
Exceptional Success: If five or more successes are rolled than needed (15+), the changes to the
subject last for one lunar month.
Suggested Modifiers
Modifier Situation
+1
1
1
The subject offers all the identifying items she normally carries.
The subject has obvious distinguishing marks, such as a tattoo or distinctive scar.
The subject keeps more than one item bearing her old identity.
HaLLOW TOUCHSTONE ()
Werewolves can certainly hunt and fight well enough on their own, but access to Essence to fuel
their spiritual powers can often mean the difference between life and death. The ability to access the
energy of the Shadow without having to brave its many hazards is invaluable; even more so is the ability
to carry a portion of a locus power on ones person. By properly cleansing and preparing an object that
correlates to a locus via this rite, a ritemaster can create a touchstone that bears a measure of the locus
energy. When a pack must abandon their territory, often one of the final steps they take is to drink deeply
of their locus Essence, then use this rite to drain the last of the energy, thus denying their enemies that
strength.
Performing the Rite: The ritemaster must first procure an appropriate physical vessel for the
touchstone, something that is either a part of the locus physical form or a reflection thereof. This might
be a shard of broken glass from the window of a warehouse, a piece of bark from an ancient tree, or a
sliver of bone from a burial ground anything appropriate and symbolic. The ritemaster seats herself at
the heart of the locus area of influence and begins the ritual chanting and gestures. The rite takes about
an hour to perform.
Dice Pool: Harmony
Action: Extended (40 successes; each roll represents five minutes)
Roll Results
Dramatic Failure: All successes are lost. The chosen object cannot be made into a touchstone, and
the ritemaster must procure another before attempting the rite anew.
Failure: No successes are added.
Success: Successes are added. If the required successes are gathered, the touchstone is
successfully hallowed. The werewolf may transfer up to three points of Essence from the locus reserve
into the touchstone. Any werewolf who carries the touchstone may drink up the touchstones power for
himself as a reflexive action, although this hasty measure loses much of the efficiency. The werewolf
gains a point of Essence, and the touchstone loses its spiritual power. If the werewolf instead uses a
standard action, he may withdraw a point of Essence without losing any excess.
A touchstone can hold Essence only temporarily. The touchstone bleeds off one point of Essence
per day, making it mainly useful for a planned raid into difficult territory or a direct evacuation.
Exceptional Success: Considerable successes are gathered. If 45+ are accumulated, the
touchstone stores up to five Essence.
information, an enemy, a locus, etc. The ritualist stands in the center of the group, changes to Urshul or
Urhan form (or, for hunts that are decidedly aggressive in nature, Gauru) and howls to Black Wolf. All of
the assembled werewolves must howl as well, though they dont necessarily have to match the ritualists
form while doing so. If the ritual is successful, each member of the hunting party feels an oddly calm
feeling. The ambient sounds fall away, a distinct scent of rain and earth wells up and the werewolves feel
a burst of energy. And then, the hunt begins in earnest.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: Every werewolf present loses a point of Essence as the howls to Black Wolf
meet with her disapproval. The ritualist can choose to accept this loss of Essence himself, which is an
honorable act (perhaps allowing the character to fulfill the Virtue of Charity or the Vice of Pride).
Failure: The howls to Black Wolf go unheeded. The Hunters in Darkness consider a repeat
attempt at the rite to be cloying and pathetic, unless the hunt is of supreme importance.
Success: Each werewolf present regains Essence equal to the ritualists Primal Urge. This Essence comes
with a price, however Black Wolf expects the hunters to be virtuous during the hunt (see below).
Exceptional Success: Each werewolf present also regains one point of Willpower. If, during the
hunt, any werewolf risks degeneration and succeeds, the player must roll Resolve + Primal Urge. If this
roll succeeds, the werewolf keeps the Essence whatever action he took to risk his Harmony, it was
necessary for completion of the hunt and Black Wolf understands. If the roll fails, or if the degeneration
rolls fails (meaning the werewolf loses Harmony), he immediately loses the Essence that this rite afforded
him. If he does not have enough Essence to cover this debt, the difference is paid with his lifeblood (in
game terms, he suffers aggravated damage equal to the Essence he cannot pay).
Suggested Modifiers:
Modifier Situation
+1
1
2
INVOKE KLETBa ()
This rite is actually a general description of the curse-wielding powers held by the Kletby. With
it, the ritualist can channel the detrimental effects of any Gift, rite or fetish upon a person or place and
extend its duration.
Performing the Rite: The exact mechanisms required by the rite depend on the effect; at the very
least, the Uratha needs to point at the target or an object representing the target (such as a piece of the
targets fur). She must then perform Invoke Kletba, stating the effect she wishes to carry out. Finally, she
must then activate the Gift, secondary rite or fetish she wishes to inflict on that person, using the normal
rules for that Ability or item. Obviously, the Kletba must have access to that Gift, rite or fetish activation
normally; Invoke Kletba cannot be used to inflict a curse using an Ability she does not have.
Cost: To issue a curse, the ritualist must spend an equal amount of both Willpower and Essence;
the amount required depends on the duration she wishes the curse to last.
against all humans; in the previous Prince Donatello example, the Ward Versus Humans would not have
its normal effect for the first month and then be able to be dispelled by Donatellos silence; rather, Prince
Donatellos day-long silence at any time during the duration is enough to end the ward.
Exceptional Success: No additional effect beyond the several successes gained.
Suggested Modifiers
These modifiers are not for the roll itself, but rather to the number of Willpower and Essence
required (which then ultimately affects the number of successes required). No modifiers can ever bring
the total Willpower and Essence cost below one.
Modifier Situation
The adverse effects are activated by the following:
4
3
2
1
+2
Very rare stimulus or situation, or one that is very easy to avoid (e.g., the removal of a body part)
Rare stimulus or situation, or one that is easy to avoid (e.g., the years first snowfall)
Common stimulus or situation, or one that is difficult to avoid (e.g., the light of the full moon)
Very common or unavoidable stimulus or situation (e.g., the light of the sun)
This modifier is secret from the cursed.
Regardless of the number of conditions placed upon a curse, only two negative modifiers can be
applied to the Willpower and Essence costs one for how the curse is activated and one for how the
curse is lifted.
Note that a modifier cannot be received if it is impossible to perform in the time allowed; for
example, a curse that requires sleeping under the light of the moon for one month to be lifted could not
last any less than one year; at the one-year duration, it would be a very difficult (1) means of lifting the
curse, and at longer than one year, it would be difficult (2).
power over it. Now, if he were driving a car that was involved in the accident, then he has broken his
oath.
Example Oaths (and their Spirit Witnesses):
Avenge ones death if murdered (raven, death-spirit, Ralunim)
Loyalty to a tribal or lodge mentor (wolf-spirit, Elunim)
Loyalty to an alpha (wolf-spirit, Elunim)
Come to ones aid, assuming that the persons enemy is not someone that the oath-taker has greater
obligation too, such as blood kin, or a packmate (dog-spirit, Cahalunim)
Protect ones human kin (ancestor-spirit, Ithalunim)
Performing the Rite: This ritual cements some agreement between its participants any can
perform the rite. First, the ritemaster calls upon an appropriate spirit to witness the oath (see some
examples, above). These spirits do not have to manifest. Each participant brings physical chiminage
meaningful to the particular spirit, and the person(s) taking the vow offers two Essence to the spirit, one
point for witnessing the Lesser Oath, one point later to enforce it.
The ritual also requires the sharing of something between the participants. Many mingle their
blood by clasping cut hands. Some share some wine or mead from the same cup, while others eat of the
same food.
Dice Pool: Harmony
Action: Extended. (Two successes per total Renown of the participants; each roll represents one
minute.)
Roll Results
Dramatic Failure: The rite fails immediately, and the spirit is deeply offended. It leaves, but not
without mocking or perhaps lashing out at the offender.
Failure: No successes are gained.
Success: Successes are accumulated. When enough successes are totaled, the participants are
bound by the oath and the spirit witness departs.
When fulfilling a Lesser Oath, both in spirit and letter, the avowed Uratha can call upon the
power of oath itself and regain one Essence and one Willpower immediately. The Uratha may do this at
any time, but only once.
Breaking a Lesser vow is a level 7 sin against Harmony (roll four dice). In addition, a glyph
denoting shame is added to the spirit brands covering the werewolfs body, making her dishonor clearly
visible to anyone who can see those brands.
Exceptional Success: Numerous successes gained; the oath takes on special significance as a
much more powerful spirit takes up the binding of the Lesser Oath. When fulfilling the oath (see above),
the oath-taker may call upon the oaths power twice.
MaRK OF CHaNGE ()
Many Iron Masters decorate their bodies, changing the forms that they have worn since birth. For
some, outlandish hairstyles are enough, others prefer tattoos or piercings and yet others go for branding,
scarification or implants. A changed body indicates a changed mind, and some werewolves use this rite
to channel spirit magics into their body modifications.
Rumor has that this rite comes from Mother Luna herself, but others speak of a darker source.
Whatever the source, body modifications empowered by this rite give a werewolf the edge when using
serving her auspice. Rather than bootstrapping a novice, a Mark of Change offers the most benefit to an
Uratha who is aware of his role under the moon and wishes to become even more effective. An Iron
Master Elodoth will often take a Mark before investigating a major event.
Performing the Rite: The ritualist intones words of binding in the First Tongue, commanding
minor spirits into his tools. He also prepares a balm of honey, witch-hazel and night-blooming plants.
The recipient of the Mark purifies herself by washing in cold running water before the ritualist starts the
process.
Once the modification is complete, the recipient must mix some of the balm into a cup of wine,
then drink the cup dry, before applying the balm to her Mark. She must keep the Mark covered for at
least six hours, after which she reveals it to the world and reaps its benefit.
Dice Pool: Harmony
Action: Extended (10 successes required; every roll represents 20 minutes)
Roll Results
Dramatic Failure: The Mark is a twisted reflection of what it should be. The recipient takes a
point of lethal damage.
Failure: The modification is not imbued with spiritual power.
Success: The characters body modification is empowered by spirits. She may apply the 9-again
quality to any auspice Skill roll, and once a day may spend Essence to increase an auspice Skill, gaining
one dot of skill per point of Essence. These added dots apply only to one die roll. The magics
accompanying the modification last for a month before dissipating.
Exceptional Success: The body modification is a work of art. The recipient and the ritualist both
regain one point of Willpower.
For all secret vows, the ritemaster phrases his question differently, omitting the actual oath: Do
you reaffirm the vow you made under the crescent moon five years and two months ago?
Having reaffirmed each oath, the ritemaster then asks the petitioner to state his new oath (if
public) or his intention to undertake a new oath (if private): By the light of the crescent moon, I vow to
serve and protect the Shrine of Bear for one full year, for example, or By the light of the crescent moon,
I keep safe in my heart the vow I do swear.
Oaths can either be permanent or temporary, having a circumstance or time frame under which
the oath expires (until asked to leave or for two years, for example). Petitioners are discouraged from
making trivial vows, but it is up to the individual lodge member making the promise to determine the
relative necessity of the vow.
Cost: 1 Essence
Dice Pool: Harmony
Action: Extended (three successes per previous oath taken, plus three successes for the new oath;
each roll represents one minute)
Roll Results
Dramatic Failure: The ritemaster has insulted Noble Gryphon with his ineptitude; the person
giving the vow may never have that promise granted the protection of the lodge.
Failure: No successes are added.
Success: Successes are gained as usual. Once the required number of successes is acquired, the
remaining petals on the rose explode into the air, showering the petitioner, the ritemaster and all
attending; there are always enough petals to hit everyone with at least one petal. Where the petals touch
skin, a faint red mark is left; this is symbolic of the shared affirmation the witnesses and community
provide. The petitioner now has the full protection of the Rose Shield for that vow.
Exceptional Success: Successes are gained as usual. If the total reaches five more than necessary
to complete the rite, in addition to the normal effects of success, the rite provides an additional bonus die
on the first check that invokes the Rose Shield. If unused, this benefit expires in one month.
The marks left by the rose petals wash off as normal, but the marks are a very potent symbol for
lodge members, and its common for people attending to make reference to them: I will stand beside
you, brother, as one whose flesh was marked red by your oath.
Purgation, Rite of ()
Living in the modern world is difficult to reconcile with a mindset that regards lying as
abhorrent, particularly since the Fire-Touched believe that even presenting the notion that they are
human to be a lie of sorts. Most Fire-Touched packs include one member who can perform this rite,
extirpating the lies of the pack in a moment of searing pain.
Performing the Rite: The Rite of Purgation is performed monthly, though the exact time of the
month isnt important. The pack gathers together around a small fire and howls in unison, mourning the
fact that lies are necessary for survival. The ritemaster then gathers a handful of hot coals, nails or other
small bits of metal left in the fire and holds them out to the participants. They each take one and insert it
under their tongues, holding it there until the heat is gone. Needless the say, the rest of the rite is spent in
silent meditation, to let the packs tongues heal.
Dice Pool: Harmony
Action: Extended (two successes per packmate; each roll represents one turn)
Roll Results
Dramatic Failure: All successes are lost, and the ritemaster cannot perform this rite again until he
has undergone the Rite of Penance.
Failure: No successes are added.
Success: Successes are added to the total. Once the required number is accumulated, each
member of the pack suffers one level of lethal damage (this heals normally). Any lies the pack has told
during the past month are forgiven; if any of the packmembers has lost Harmony through violating the
tribal ban in the last month, he may buy one point of Harmony back at half the normal cost. The Rite of
Purgation is not a preventative measure. That is, it doesnt mean that lies the werewolves tell the next
month will be forgiven unless the rite is performed a month later.
Fire-Touched of Harmony 6 or lower receive no mechanical benefit from this rite, but are, of
course, still expected to participate.
Exceptional Success: Considerable successes are added to the total.
Suggested Modifiers
Modifier Situation
+2
Ritemaster is the Truthcatcher of the pack (see p. 58).
SCaRLET MESSENGER ()
There are times when a werewolf needs to get a message to somebody, and all other options are
exhausted. Mobile phones fail due to reception and incompatibility in the Shadow, howls can only be
heard so far and there might be any one of a hundred reasons why a character cannot call for help from
someone nearby or contact someone several miles away. The Scarlet Messenger ritual solves that problem
with style, creating a short-lived spirit capable of delivering a message to anyone, anywhere.
Performing the Rite: The ritemaster cuts open her flesh (usually a palm or forearm) and lets 33
droplets of blood drip onto the ground by her feet. At the end of this offering, the werewolf beseeches the
blood to awaken and carry forth a single message, and speaks one sentence aloud no more than 33
words and names the person who is to be the recipient of the message. The werewolf need not know the
person personally, but must at least know the recipients name.
The blood forms into a large raven-spirit, black-feathered but with red eyes and a scarlet cast to
its plumage when the light catches at certain angles. It is not a true spirit, merely a simulacrum created by
the ritual, but is capable of flight in the Shadow like a true raven-spirit, and can cross the Gauntlet to or
from the physical world in order to deliver its message. When the raven-spirit arrives at the named
person, it alights on their shoulder (regardless of witnesses or location) and caws loudly. The recipient of
the message understands these caws perfectly, hearing the ritemasters message in the croaky sounds.
The raven waits for 33 seconds to hear any reply to the message, which the raven will carry back to the
ritemaster and deliver. If no reply is forthcoming in that time, or after the raven has delivered the
message back to the ritemaster, the spirit lands on the ground and becomes nothing more than a small
patch of the werewolfs blood.
Dice Pool: Harmony
Action: Extended (10 successes required each roll represents one minute of beseeching the
spirit to awaken)
Roll Results
Dramatic Failure: The werewolf takes two points of bashing damage from his bleeding palms; all
successes are lost.
Failure: No successes are gained; the werewolf takes a single point of bashing damage.
Success: The werewolf takes one point of bashing damage, and successes are accumulated. If the total
equals 10 or more successes, the Scarlet Messenger manifests and can carry a message up to a mile per
success on the Harmony roll.
Exceptional Success: The werewolf takes one point of bashing damage, and successes are
accumulated. If the total equals 15 or more successes, the rite succeeds with twice the usual range (2 miles
per success on the Harmony roll).
Suggested Modifiers
Situation Modifier
Recipient is well-known to the ritemaster.
Recipient has tasted the ritemasters blood.
+1
+1
SHaDOW CONVEYaNCE ()
Its a common feature of shamanic myths that when a shaman travels to the realm of spirits, he
makes use of some sort of vehicle while there. It might be a dugout canoe, a chariot, or a spectral horse, or
something more fanciful, but it serves to speed the shaman along his way. This rite allows an Ithaeur to
craft such a conveyance for himself, using the Essence that infuses his spirit half.
Performing the Rite: The ritemaster first creates or acquires a small model of the vehicle she
wishes to bring into being in the Shadow. This model can be anything from a hand-whittled carving of a
dog sled to a die-cast toy car. The ritemaster prepares an ink made from nightshade, woundwort, and
ayahuasca or a similar natural hallucinogen, with which he marks the model with glyphs representing
the shadow. The model is, finally, destroyed, creating an echo in the Shadow bound to the Ithaeur.
A Shadow conveyance is not a spirit; it is merely a construct of ephemera. Even if the conveyance
resembles a living being (and in the Shadow, that can be a broad category indeed), it is a mindless
automaton; any resemblance to a real creature or its behaviors are purely cosmetic. The conveyance can
only be piloted by the Ithaeur; for any other character the vessel simply refuses to move.
The Shadow conveyance has the following Traits: Durability 1, Size 5 (one passenger), Structure 5,
Acceleration 10, Safe Speed 44 (30 mph), Maximum Speed 88 (60 mph), Handling 0. Vehicles are covered
on pp. 141147 of the World of Darkness Rulebook.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: The creation of the conveyance backfires, and the next time the character enters
the Shadow, he suffers three points of lethal damage as the malformed Essence erupts from his body to
try to form the vehicle.
Failure: No successes are earned.
Success: Successes are gained. When the ritemaster completes the ritual, the Shadow conveyance
is completed and will manifest near the character the next time he enters the Shadow. If the rite was
performed in the Shadow, the conveyance appears immediately in the ritemasters vicinity. When he
leaves the Shadow, the conveyance vanishes. The Shadow conveyance persists for one month.
Exceptional Success: Rapid progress is made. If the ritemaster completes the rite with five or
more extra successes, the Shadow conveyance has the following Traits: Durability 4, Size 9 (four
passengers), Structure 10, Acceleration 20, Safe Speed 88 (60 mph), Maximum Speed 161 (110 mph),
Handling 2.
taught to a Bale Hound on the night she joins the cult, and attended by the Eyes of the Maeljin after a
formal Rite of Initiation. Soulless Wolf itself, any of the Maeltinet and most of the Maeljins trusted spirit
servitors can teach this ritual to the Bale Hounds.
Performing the Rite: For more structured presentations of the Bale Hounds, this ritual follows
the Rite of Initiation (such as a Blooding). Rite of the Shroud must be performed in a Wound, after
attracting the attention of Soulless Wolf through deeds or by summoning. The rite can never be
performed without the Eyes of the Maeltinet present.
Soulless Wolf describes, step by step, what the werewolf must do after he has passed his trial to
gain entry to the cult. First, the Hound-to-be must chant the names of eight people close to him, and
swear in First Tongue that he will kill them all before his own death. This is a solemn vow, and though
not mystically binding, it serves as a powerful oath highlighting just how far the Bale Hound is falling
into personal corruption. He is then instructed to swear the following three promises:
I swear that with my claws I will tear Mother Moon from the sky.
I swear that with my deeds I shall destroy all that the People have worked for.
I swear that all the blood I shed shall be to see the Maeljin rise.
After speaking each sentence, the werewolf is instructed to reach into Soulless Wolfs mouth and
break a fang free from the spirits powerful jaws. After the third promise, when the werewolf holds three
of Soulless Wolfs fangs, the Uratha is instructed to swallow them and concentrate on the feel of the
spiritual matter dissipating throughout his body. In the silence that follows, as the werewolf meditates on
the sickening sensation of having swallowed pure Corpus from what seems to be the most powerful
servant of the Maeljin, Soulless Wolf circles the Uratha eight times, growling the names of each of the
Maeljin Incarnae as the spirit completes a circle. Then Viruhk- Ur waits for the werewolf to open his eyes,
and demands that the Uratha speak the name of the Maeljin he desires to serve, or die here so that he
may never speak of the secrets he has learned.
If the werewolf attempts to back out of this part of the ritual, the is destroyed swiftly and
mercilessly. If he speaks the name of his chosen Maeljin, he feels the ice-cold rush of connection in his
blood, as the Maeljin totem reaches for his heart. Here is the point at which the character rolls for the
rites success.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The Maeljin are sickened by the thought of accepting this werewolf into their
service. Soulless Wolf immediately turns to destroy the character; only the rarest of Uratha will survive a
battle with the Eyes of the Maeljin.
Failure: The rite fails and the werewolf must try again, before sunrise, or she will be destroyed by
Soulless Wolf.
Success: Soulless Wolf leaves the Uratha alone in this moment, and the werewolf is free to leave
the Wound. The werewolf is now one of the Asah Gadar, free to work against the local Forsaken of his
own will and learn the cults dark secrets if he is able to find a teacher.
Exceptional Success: Soulless Wolf remains to answer any questions the werewolf has, and will
help the Bale Hound find other Asah Gadar nearby by revealing their locations if required.
Christian custom, adapted and corrupted for the cultists own uses. By tithing extensive chiminage to
Soulless Wolf, the Asah Gadar pay for their dark deeds to be masked for another lunar cycle.
Performing the Rite: This rite must be performed within a Wound, and can only be performed
by an individual on himself never with a ritemaster. However, it can be performed with or without
Soulless Wolf being present. The Bale Hound must tithe a great deal of chiminage for the rite to function,
in addition to spending two points of Essence.
Firstly, the werewolf recites a litany of her recent sins against Harmony, and pleads with the
Maeljin to take each of the sins from her soul. She offers chiminage appropriate to each of the Maeljin:
items representing wrath, greed, lust, gluttony, violence, envy, deception, pride and sloth. A relatively
popular method of gathering such challenging chiminage is to murder mortals who exhibit these sins in
their lives, and then use their blood, bones or other body parts as items in the offering. Though the most
common method for acquiring the necessary chiminage, this is by no means the only accepted one. Many
Bale Hounds store up any items that can be used in future offerings, for a werewolf ever knows just
when she might suddenly need her sins eaten in a hurry after a particularly grueling engagement.
After the sin-chiminage is gathered and offered to the Maeljin as a gift, the Bale Hound must cut
his own flesh and shed blood for nine minutes over the offered items. Obviously, due to regeneration,
this can be something of a trial itself, and many of the Asah Gadar use ritual silver knives for this part of
the ceremony. The Bale Hound must not talk to another being, or the ritual automatically fails. The blood
is to be shed in silent contemplation of both the pain the werewolf is feeling, or while begging the Maeljin
for aid.
Once blood has been shed for nine minutes a minute for each Maeljin Incarna the werewolf
spends two Essence points into the last trickle of blood, and pleads once again for her Maeljin totem to
lend him spiritual strength. With these words spoken, the character can make the roll to see whether the
rite is successful.
Cost: Two Essence and two points of lethal damage from blood loss.
Dice Pool: Harmony. For each additional Essence point spent beyond the mandatory two points,
the Bale Hound gains a +1 bonus to the roll.
Action: Instant (once the lengthy ceremony is complete).
Roll Results
Dramatic Failure: The rite fails, and the Bale Hound may not attempt to perform the rite until
another lunar cycle has passed. It is likely that during this month, the Bale Hound will again suffer
Harmony loss, increasing the difficulty of the next performance of the Rite of the Sin-Eater, and
potentially leading the werewolf in a downward spiral to the life of a Broken Soul.
Failure: The rite fails to please the Maeljin (or fails to attract their attention entirely), and the Bale
Hound must once again gather the necessary chiminage before performing the rite in the future.
Success: Soulless Wolf manifests, representing the Maeljin. Often without a word, the spirit
consumes the blood-covered chiminage, taking the sinful offerings and the Bale Hounds blood into the
spirits own Corpus. For the next month, the Bale Hound may add +2 to all Harmony dice rolls involving
rites and stepping sideways. This bonus cannot raise a Bale Hounds Harmony dice pool above seven
dice.
Exceptional Success: The Maeljin bless the Bale Hound for her masterful chiminage and
dedication to their foul destiny. In addition to the results gained from a success, the dark gods bestow a
further gift for the coming month: the Bale Hound may effortlessly resist all compulsions gained from
Harmony loss for a full lunar cycle.
Roll Results
Dramatic Failure: All accumulated successes are lost; the ritemaster must begin again.
Failure: No successes are added.
Success: Cerberus enters the ritemasters body when the required successes are gathered. The
totem can maintain this link even when he is otherwise occupied; such is the minute amount of attention
it requires on his behalf.
Exceptional Success: Several successes are gained.
and, using this rite, spiritually. (However, Ivory Claws may still participate in and execute other rites
described in this section; it is simply the case that none of the other Harmony-related rites come to them
from Silver Wolf.)
Performing the Rite: The subject of the rite who cannot be the ritualist stands before the
ritualist in a lupine form and intones a howl to Silver Wolf. This howl begs Silver Wolfs forgiveness for a
sin yet to be committed. The subject of the rite and the ritualist then simultaneously commit a ritualized
version of the sin that the Uratha plans to commit. The subject of the rite must describe the sin he expects
to commit, in a moderate level of detail. I intend to sin isnt nearly detailed enough, but I intend to kill
Lars McGahee by ripping his throat out is more detailed than it needs to be. Simply I intend to kill a
human in battle suffices in that case. The ritualized sin that the ritualist commits must itself be a
transgression on the Harmony hierarchy of sins
However, the ritualized sin can be a lesser sin than the one to be committed its rating can
be as much as three points higher than the sin the rites subject intends to commit. The ritualized sin must
be related to the real sin in some fashion. For instance, if the rites subject intends to kill another
werewolf in the heat of battle (a Harmony 5 sin), the ritualist might kill a human in a mock battle (a
Harmony 6 sin). The ritualist then suffers the consequences of this transgression normally. (It might be
inferred that ritualists with low Harmony scores are especially useful in performing this rite. That is true,
except that the rites success depends on a Harmony roll, and such a ritualist is more likely to fail that
roll.)
Dice Pool: Harmony
Action: Extended (10 successes are needed; each roll requires one minute)
Roll Results
Dramatic Failure: No successes are gathered. The rite doesnt obviously fail, but if the character
goes ahead and commits the sin described, he automatically fails the degeneration roll and loses a point
of Harmony.
Failure: The spirits have spoken: the character should not commit this sin tonight, lest he face the
consequences. No further successes can be gathered in this rite; it fails.
Success: Successes are gathered. Once 10 successes have been accumulated, the character gains
one die to resist degeneration when he commits the sin he described in this rite. Note that the sin in
question must be committed within 24 hours of the rites performance and that this ritual only aids the
werewolf on one degeneration roll until the rite has to be performed again whether the degeneration
roll was successful or a failure.
Dramatic Success: Several successes are gained at one time. If 15+ are accumulated on the same
roll that the ritemaster reaches 10 successes with, the subject of the rite automatically succeeds on the
degeneration roll caused by the sin he describes in this rite.
to Silver Wolf and as a tool for the Pure as they deal with captives. Strip the Soul Bare allows a werewolf
ritualist to inflict horrific pain upon the rites target and in so doing crush the targets will to resist the
ritualists demands for information. The Essence generated by the targets agony is channeled to Silver
Wolf. Strip the Soul Bare also prevents the target from dying under the Ivory Claws ministrations.
The use of this ritual is a level-three sin against Harmony.
Performing the Rite: The subject of the rite must be hidden away from the sight of the Moon,
either underground or in a closed room. The subject of the rite is entirely cleansed through whole-body
immersion in water, and then bound in place away from that water. The ritualist can inflict pain on the
subject in any way the ritualist sees fit; he can use his own fists, claws or teeth, or ritually prepared
torture equipment. This rite takes a long time and may, at the Storytellers discretion, require Stamina
rolls by the ritualist. Unlike among human torturers, the subject of the rite can be given no hope, no food,
drink or sleep. He cannot be told, Your pain will end if you cooperate. Silver Wolf requires that the
Forsaken see only an eternity of pain before them.
Dice Pool: Harmony
Action: Extended (five successes required; each roll represents four hours of work for the Uratha)
Roll Results
Dramatic Failure: The rite ends abruptly. The target regains one point of Willpower, and may
enter Death Rage at the Storytellers discretion.
Failure: No successes are gained.
Success: Successes are accumulated. If enough successes are earned, the rite succeeds. Success
strips two points of Willpower away from the target; this Willpower cannot be regained by any means
until at least a full day has passed since Strip the Soul Bare was last used on the target. Worse, this rite
strips away the targets Rage; the Uratha may not enter Death Rage for the same period.
Exceptional Success: Several successes are gained at once. If the total number of successes gained
through an exceptional success exceeds the targets permanent Willpower, the target loses all remaining
points of Willpower.
Dramatic Failure: All successes are lost. The spirits are affronted. For the next 24 hours, the
subject of the ritual and the ritualist both suffer twice as much damage from cold.
Failure: No successes are added. If the ritual ends before it is successfully completed, the subject
may already be well on his way to hypothermia.
Success: Some successes are gained. If 10 are accumulated, the subject becomes completely
immune to natural cold for one hour per dot of the ritemasters Primal Urge. The subject need not worry
about hypothermia, frostbite or any other adverse effects from lack of warmth. Magi-cal cold effects
leveled against the subject suffer a 4 to relevant dice pools.
Exceptional Success: Considerable successes are gained. If 15 successes are accumulated when
the ritual concludes, the effects of the rite last for twice the normal duration.
RITE OF aJOGUN ()
With this rite, the werewolf calls upon the ajogun, or tricky spirits, to create confusion for those
who come near a certain area. The werewolf marks a certain area as a maze of Eshu, whereupon those
passing through become hopelessly lost. Travelers get turned around, wander in circles, or double back
from whence they came. While this doesnt always prevent invaders from finding their target, it can often
delay them long enough for the Brotherhood Uratha to work whatever deception is necessary to keep
them away.
Performing this ritual too close to the sacred spot or object is useless. Once travelers are actually
at the destination (i.e., the locus, fetish, or holy location), creating confusion is a futile effort. No, the ritual
is performed on the outlying areas leading to the protected zone: pathways, roads, forests, deserts.
Wherever individuals may pass through serves as a good target for this ritual.
Performing the Rite: The ritemaster binds together three feathers with three pieces of straw. She
buries this in the ground at the center of the area which she hopes to affect with the ritual. Then she must
engage in a series of dances and chants to the ancestor-spirits (ara-orun, or the living dead). Such chants
often take the form of playful and mischievous yips, as well as invocations of Eshus name.
Cost: 3 Essence per square mile affected
Dice Pool: Harmony
Action: Extended (20 successes needed; each roll is equal to one minute)
Roll Results
Dramatic Failure: The rite fails, and the ritemaster suffers a sudden headache and dizziness. For
the following hour, all rolls are performed at a 2 dice penalty.
Failure: No successes are gathered.
Success: Successes are gathered. If the total reaches 20 successes or more, the ritemaster affects a
radius of square miles determined at the time of Essence expenditure (one square mile = six Essence, two
square miles = six Essence, and so on).
Any living being coming into this affected area must make an Intelligence + Survival roll (3
dice). Success allows them to push on with minimal confusion. Failure indicates that they become lost
and wander aimlessly around the affected area until the effects of the ritual end or until they come back
out the other side from whence they came (i.e., their starting point). Dramatic failure causes an individual
to be overwhelmed with confusion she must either spend a Willpower point or otherwise be forced to
stop and rest for an hour, at which point she may attempt the Intelligence + Survival roll anew.
If successful, this rite also negates any use of the Direction Sense Merit for those wandering in the
affected zone. During the duration of the ritual, the Direction Sense Merit does not supply its benefits to
those in the area.
The effects of this ritual last for one hour per point of the ritemasters Primal Urge score.
This ritual works on all living creatures, including animals. It does not work, however, on other
Forsaken, or vampires.
Exceptional Success: Several successes (five or more) are gathered above and beyond the
required successes. The roll for a living being to find her way within the affected area is Intelligence +
Survival, but is now affected by a 4 penalty instead of the normal 3.
Suggested Modifiers
Modifier Situation
+1
1
3
At the Storytellers discretion, the use of this rite might reveal pieces of information that are not
obvious, but would serve as remarkable similarities. (Both these artifacts were created by the same
person on the same day or Both these people are hunted by the same murderer for something they
know.)
For example, Michee Born-of-Three-Worlds, an art expert in the mortal realm, always carries a
forged $20 bill with her. When invoking Apples and Oranges, she can hold the bill and look at a painting
and determine, Does this bill and that painting have in common that they are both forgeries?
The user of Apples and Oranges needs to be careful in the questions he chooses; general
questions tend to reveal less useful information, but specific questions tend to return more no results.
For example, if Michee holds a genuine $100 bill, she might get an affirmative answer to the question,
Would both this bill and that painting be worth more than $50 to an art collector? but a negative to the
question Would both this bill and that painting be worth exactly $100 to an art collector?
BIND HUMaN ()
There are two main functions to this rite: to secure a location against unwanted human intrusion
and to bind a human to a particular location. Neither variant ritual is entirely foolproof even against a
human who knows no magic. Humans arent bound by bans as spirits are, and their actions simply
cannot be as constrained as spirits can be.
When this rite is used to bind a person to a given location, the ritemaster must provide for a
single means of escape from the bond, and he must express that means to at least two others neither of
whom have to be the bound mortal. The means of escape can be all but impossible, but it cannot be a true
logical impossibility. Usually, the means of escape is phrased as, Once you have accomplished this task
for me, you may depart.
When used to secure a location against mortal intrusion, no password is required, although the
ritemaster may choose to nominate a specific action that allows a human to pass through normally. For
example, a werewolf might set up a ward that bars all humans save those who carry a crow feather
somewhere on their person, and then gives a crow feather to his wolf-blooded lover in the event that she
needs to reach him.
The ward isnt directly evident save when a human attempts to cross it. The human feels a faint
nausea, a headache, a sense of vertigo or even a combination of such unpleasant sensations. The subject is
unable to step beyond the area unless he successfully resists the wards effects.
Performing the Rite: To secure an area against mortal intrusion, the werewolf takes a form that
has claws and uses them to draw a series of sigils (using a muddy mixture of water and ash) on every
path of entry into the area. In a built structure, this includes doors and windows. Outdoors, the sigils are
repeated every few meters to form a rough boundary around the area.
To keep a mortal bound in an area, the werewolf uses his claws and a muddy mixture of earth
and water, but this time he must clearly mark out the precise boundaries of the area, putting the sigils on
the inside of the boundary.
In either case, the affected area cannot be larger than a radius of 50 yards. A werewolf may
typically use this ritual to bind a human inside a house or within a campsite, or to ward a small building.
This ritual takes an hour to complete.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: All successes are lost. The ward cannot be attempted again for 24 hours.
Failure: No successes are gained.
Success: Successes are gained toward the required total. If theyre all gained, the human is bound
temporarily. The first time the mortal attempts to pass, a Resolve + Occult roll is made at a penalty equal
to half the ritemasters Harmony (rounded up). One die is added to this roll for ghouls and other
supernatural humans. Mages may add their appropriate resistance trait as usual. Vampires, Ridden and
other supernatural creatures that are no longer human are immune to the rites effects. The roll made for
the human may gain one to three dice if the stated terms of passing are directly against the mortals moral
code, although no dice are gained if the terms are merely unpleasant. You may not leave until you have
deleted all the files you possess that mention us, from whatever secure location they might be provides
no bonus dice, while You may not leave until you kill your infant son does. If the roll for the mortal
succeeds, hes free. Otherwise he cannot try to escape again for another hour (and he can try again every
hour after that, if he keeps failing). When the mortal tries again, he receives a cumulative 1 penalty for
every attempt after the first (though this penalty can never exceed 5).
A binding typically lasts for 24 hours, although Essence may be spent for the ritemaster to
increase the duration. Each point increases the bindings duration for another 24 hours. The ritemaster
may dismiss the binding as an instant action by erasing a portion of the boundary with a claw.
Exceptional Success: Considerable successes are gained. If 25+ are rolled, the binding lasts an
additional four hours.
BIND SPIRIT ()
This ancient ritual, like many other common Uratha rites, is attributed to the time of Father Wolf.
It allows a werewolf to bind a spirit to a single location or to prevent a particular spirit from entering a
single location. Bind Spirit is very common; most experienced Ithaeur know a variation of it. This same
rite can be used to bind a spirit into a particular part of the Shadow or the physical world. As a result, the
spirit cannot leave its immediate area, not even to cross the Gauntlet. Werewolves who know this rite can
use it in a preparatory fashion for a spirit they havent yet summoned into the physical world, or against
a spirit already manifest in the real world or against a spirit in the Shadow if the ritualist is already in the
spirit world.
The ritualist must provide for a single means of escape from the bond, and he must express that
means to at least two others neither of whom have to be the bound spirit. The means of escape can be
all but impossible, but it cannot be a true logical impossibility. Frequently, the means of escape is phrased
as, Once you perform the following task to the best of your ability, you will be free (e.g., Once you
successfully teach me the following Gift).
Performing the Rite: Werewolves know dozens of variations on this rite, and most experienced
Ithaeur create their own versions, which they then pass on to students. The most common version not
an ancient one, but one that has become quite popular in the last few decades requires the ritualist to
draw a chalk circle around the fringes of a room or glade before summoning the spirit. Creating the circle
requires 20 successes on an extended Intelligence + Occult roll. Each roll represents one minute of work.
The circle is marked with dozens of Uratha claw-sigils, and a complex half-howling chant is performed
before the spirit is summoned. Once the spirit has been summoned into the circle (via an appropriate rite,
such as Summon Gaffling), the werewolf must complete the last notes of the howl before the spirit
realizes what is going on and escapes.
To bind a spirit that is already present, the ritualist may be able to complete the aforementioned
circle in secret. For example, a particularly clever werewolf might be able to convince a night-spirit that
the circle he is drawing represents the spirits star chart. If that cannot be done it isnt likely, Luna
knows he must somehow wrap the rites subject three times in silvered thread (which is impossible to
do in the material world) and then perform the aforementioned chant. That silvered thread can easily be
broken until the third loop is complete. After that, it cannot be broken at all unless the ritualist makes a
mistake in the chant. In the physical world, a spirit may be encircled by physically holding its host on the
spot.
This rite doesnt work on ghosts.
Dice Pool: Harmony versus spirits Resistance
Action: Instant (once circle has been prepared)
Roll Results
Dramatic Failure: The binding circle or silver thread is broken, and the spirit gains an extra point
of Resistance for the duration of the scene.
Failure: An equal number or the most successes are rolled for the spirit. The binding circle or
silver thread is broken, and the spirit may escape.
*The werewolfs honorary Rank as determined by total Renown (see p. 272) is compared to the
Rank of the spirit summoned. If the werewolf outranks the spirit, the Harmony roll for the ritemaster
gains a bonus equal to the difference. If a werewolf with a total of 13 Renown (equivalent to Rank 3) calls
a lesser Gaffling (Rank 1), rolls made for the werewolf receive a two-die bonus. If the werewolfs
honorary Rank is less than the spirits Rank, the roll made for the ritemaster suffers a penalty equal to the
difference.
Once all the participants have shared of their deeds and blood, the ritemaster then takes the bowl
and walks around the circle, telling each participant in turn to drink of the blood and share in the
strength of the People. Muth, Su, Hithim Blood, Body, Spirit. As the communion continues, the
fervor of the Uratha begins to rise higher. The ritemaster is last to drink, and as she throws down the
bowl, she leads the assembled werewolves in a howl. The packs separate at that point, some returning to
their human mates to spend their energy, others attacking a more traditional hunt with renewed vigor.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents 10 minutes effort)
Roll Results
Dramatic Failure: All successes gathered are lost. The mood sours as the rite goes awry, and all
participants receive a 1 penalty to Composure checks for the remainder of the evening. The rite cannot
be attempted again that evening.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, the rite succeeds. All
participants in the rite gain four discretionary dice, which may be used toward any action related to
social interaction during the next lunar month. However, the great fervor of the rite has its drawbacks.
Participants suffer a 1 penalty to Resolve rolls for the duration of the evening.
Exceptional Success: Successes are accumulated. If 20 successes are accumulated, the number of
discretionary dice awarded to each participant is increased to seven.
Roll Results
Dramatic Failure: All successes are lost. The bone breaks and is useless.
Failure: No successes are added.
Success: The bone is charged once the required successes are rolled. Once charged, it becomes
tougher than steel. Against anyone but the named enemy the bone functions the same as a club. When
fighting the enemy named in the clubs creation, the ritualist gains three extra dots of Health (see
Temporary Health Dots in the World of Darkness Rulebook, p. 173), and the club deals aggravated
damage.
Exceptional Success: The werewolf makes considerable progress towards completing the rite. If
five or more successes are gained than needed (30+), the club gains a +1 modifier to damage against the
specific target.
BOUNDARY STONE ()
The creation of boundary stones, or gudurru in the First Tongue, is often one of the first steps
taken in claiming and reshaping a territory, usually before more elaborate rites, such as the Rite of the
Chosen Ground. Uratha use this rite to mark their territory from the spirit world. Unlike the Rite of
Chosen Ground, it does not directly influence the resonance of the Shadow Realm, it merely acts as a
spiritual signpost hopefully warning off interlopers. Of course, announcing the packs presence often
has unintended circumstances only tribes secure in their abilities perform the Rite of the Boundary
Stone.
This rite must be performed on the spiritual reflection of an object in the Shadow. Traditionally,
this was done on large stones, tumuli or even the reflections of human boundary stones. Nowadays, the
inscriptions may be done on trees, street signs, abandoned cars, etc.
To be completely effective, the rite must be performed four times once for each cardinal
direction. Distance and absolute location have little meaning in the Shadow, so it is quite possible that
two separate Uratha traveling into a packs territory from the North would see the same northern
gudurru at the same time, even though they cannot see one another.
While created with Uratha in mind, a boundary marker may be seen by any creature with an
Essence trait traveling in the spirit world. A creature without knowledge of the First Tongue has little
chance of interpreting it as much more than some kind of mystic warning (standard action to identify,
Intelligence + Occult, -4 difficulty).
Performing the Rite: The ritemaster travels in the Shadow Realm to one of the cardinal directions
along the boundary of the packs territory and finds a suitable object to inscribe one with a strong
reflection, but one without an awakened spirit. The ritemaster then performs a long series of howls
announcing the tribes claim on the territory, and the direction identified by the gudurru. At the
culmination of the ritual, the ritemaster inscribes the tribes claim in sigils on the object with pigments
made from a mixture of all the pack members blood and urine.
Dice Pool: Harmony
Action: Extended (30 successes for each marker; each roll represents one hours worth of effort)
Dramatic Failure: All successes are lost. The object being marked may spontaneously awaken in
a very angry frame of mind; nonetheless, it becomes spoilt for the purposes of this ritual for a lunar
month.
Failure: No successes are gained, but the ritual may continue. This ritual automatically fails if
performed within the gudurru set by another tribe.
Success: The boundary stone becomes visible. Any Uratha or spirit passing into the territory
from the direction identified by the gudurru may make a Wits + Occult roll at +5 to see the marker. This
is an automatic, reflexive action. A marker remains active for one year.
Exceptional Success: Creatures crossing this boundary in the Shadow automatically see the
marker no roll is necessary
CaLL JaGGLING ()
This rite is a more powerful version of Call Gaffling. Jagglings are more independent and
powerful spirits than Gafflings, and are more likely to resist the sweet summons of chiminage. And yet, a
Jaggling servant even a temporary one is a valuable tool for any werewolf, so this ritual is a valued
tool among Ithaeur. Jagglings are even less likely to be sympathetic to an Uratha summons than Gafflings
are, and the wise werewolf is especially cautious when summoning. Jagglings are likely to treat a
werewolf of low Renown (highest trait rated 1 or 2) with open contempt, while they respond more
favorably to a more accomplished werewolf.
Performing the Rite: This rite is very similar to Call Gaffling, but the ritualist must provide richer
chiminage, and his howl of summons must be customized to the type of Jaggling he wishes to summon.
A common howl of summoning doesnt suffice. If the werewolf wants a stag-spirit, he must howl a
specific call to the Children of Stag. The rite takes around several minutes to perform.
Dice Pool: Harmony (versus spirits Resistance)
Action: Extended (50 successes needed; each roll represents one minute); potentially contested
Roll Results
Dramatic Failure: All accumulated successes are lost; the ritemaster must begin again.
Failure: No successes are added.
Success: Most Jagglings come automatically once the required successes are gathered. A Jaggling
with an important duty may attempt to resist the call. In that case, the Jagglings Resistance is rolled to
fight the summons. The ritual becomes an extended and contested action. Each side accumulates
successes and the first to gather 50 wins. In the spirits case, it refuses the summons and another may
respond in its place or the werewolf beckons none. In the werewolfs case, the spirit responds normally.
Once the spirit has been summoned, the ritualist must bargain for its services or bind it.
Exceptional Success: Several successes are gained. In an extended and contested action, the
opponent suffers a 1 penalty to all subsequent rolls. This penalty is cumulative if one side achieves more
than one exceptional success.
Suggested Modifiers
Modifier Situation
+2
+1 or more
+1
+1
1 or more
1
3
5
*The werewolfs honorary Rank as determined by total Renown (see p. 272) is compared to the
Rank of the spirit summoned. If the werewolf outranks the spirit, the Harmony roll for the ritemaster
gains a bonus equal to the difference. If a werewolf with a total of 20 Renown (equivalent to Rank 4) calls
a lesser Jaggling (Rank 3), rolls made for the werewolf receive a one-die bonus. If the werewolfs
honorary Rank is less than the spirits Rank, the roll made for the ritemaster suffers a penalty equal to the
difference.
2
2
Cloudy day
Dense urban area
Success: Successes are added to the total. Once the proper successes are gathered, the cairns
power goes into effect. The cairn radiates its centering, balancing power in a number of yards equal to 10
yards per the ritemasters Harmony (so, if his Harmony were 7, the cairns effects work in a 70-yard
radius, and thus affect all Uratha within that range). The specific effects are as follows:
Werewolves attempting violence against one another feel compelled not to do so, as if their limbs resist
the very action. They can still attack, but doing so incurs a 4 penalty. (Defending from an attack,
however, does not incur such a penalty.) The resistance (and thus, the penalty) can be removed if the
werewolf wishing to bring about violence spends a Willpower point.
Upon approaching the cairn, every werewolf must choose a Social Skill bonus. This bonus provides a
+1 die to any of the following Social Skills: Empathy, Expression, Persuasion, Socialize or Subterfuge. The
werewolf must choose one of these Skills to boost while within the cairns radius of effect. This bonus is
only good while within the cairns radius of effect. The Skill bonus is locked in until the next phase of the
moon reaches its apex, at which point the werewolf can choose to change the bonus or keep it.
It is harder to enter Kuruth while within the affected cairn radius. Rolls to resist Death Rage are made
at a +2 modifier.
The cairns effects last for a full month. The ritemaster can, however, maintain the cairns effects by
spending one Essence within three days (before or after) of the negation of those effects. Spending the
Essence within that time ensures that he does not need to repeat the roll or process; the point of Essence is
enough. If he goes outside of the time limit and fails to spend the Essence, the rite must be performed
again. Only the original ritemaster can contribute the Essence.
Exceptional Success: Successes are added to the total. If the ritemaster gains 20+ successes, he
can gain back a Willpower point to indicate a feeling of strength and success.
Suggested Modifiers
+2
+1
1
2
COMPREHENSION, RITE OF ()
Many Scroll-Keepers pick up several languages in the course of their studies, but the insular,
territorial nature of Uratha life makes a polyglot werewolf a rare thing indeed. However, sometimes
lodge members are faced with information in a foreign language that they urgently need to read. This rite
is believed to be the result of a bargain struck with specialized language-spirits, a descant within the choir
of knowledge-spirits, centuries ago by lodge members. The Rite of Comprehension allows the Uratha to
read or hear a foreign language almost as if it were his own, for a limited period of time.
Performing the Rite: The werewolf sits in a calm, empty space, with just himself and the volume
(or person) he wishes to understand, a small fire and a collection of writing material. In his own native
language, he writes down a secret of his own using his own blood, and then burns the secret in the fire,
symbolically offering up the information within to the knowledge-spirits.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost. The werewolf temporarily forgets the secret he had
offered up, and cannot recall the memory for one lunar month.
Failure: No successes are gained.
Success: Successes are gained. If the werewolf gains a total of 10 or more successes, he gains full
literacy in the writ en language or code he has chosen. This rite cannot be used to crack supernaturally
encoded material.
Exceptional Success: No additional effect.
already has a similar fixation, she instead gains a temporary obsessive compulsion. The derangement also
lasts 24 hours.
The ritualist may consume a number of Health points worth of flesh equal to the victims total
Health rating. If the corpse is dismembered or badly mutilated, the Storyteller may reduce this amount by
one quarter, or by half in extreme cases. More than one werewolf may partake in this rite; if multiple
Uratha feast on the victim, the ritualists successes denote the total number of Health points worth of
meat that can be devoured per turn with this rite. The ritualist may automatically consume one point of
flesh per success rolled; other characters must roll Strength + Brawl as a bite attack each turn. (Nothing
stops a werewolf from eating more than the number of successes rolled if he can inflict that much damage
with a bite attack, but any excess meat consumed is wasted.) Unlike the ritualist, additional participants
may wear any form.
Suggested Modifiers
Modifier Situation
5
3
2
+0
+1
+1
+2
+3
+5
ESHUS BLESSING ()
The name is ironic: this rite provides no blessing, only a curse. The rite makes someone the focal
point of chaos. The person does not cause chaos directly, but his presence becomes the vortex for all
manner of strangeness and disorder.
Performing the Ritual: The ritemaster must paint half of the victims face with his own blood.
The werewolf waves a goatskin pouch of animal teeth over the target, spitting on him as the werewolf
does so. When that is done, the werewolf whistles (or blows a whistle, often hand-carved) over the
individual to attract the attention of the spirits. They then wash the blood off the face, and the ritual is
complete.
Because this requires a great deal of effort that will be seemingly antagonistic, many Brotherhood
ritemasters actually abduct the individuals they wish to curse. They kidnap them, perform the ritual and
then release them back among their people. The Forsaken watch the chaos from a distance.
Cost: 1 Essence
Dice Pool: Harmony versus targets Composure (or, if the victim is Forsaken, versus her
Composure + Primal Urge)
Action: Instant
Roll Results
Dramatic Failure: The spirits decide instead to truly bless the target, granting him a measure of
resistance in the form of +1 Composure for the rest of the day. Some Forsaken, upon realizing this, accept
that the figure is truly chosen by Eshu to be an ally.
Failure: An equal number or the most successes are rolled for the target. The rite fails.
Success: The most successes are rolled for the ritemaster. The target is successfully cursed. The
victim is not actually affected. Those around him, however, are.
Anybody within a 10-yard radius of the target suffers ill effects while near him. When
performing an action that requires a dice roll in the 10-yard radius, the 10 again rule does not apply.
Additionally, any 1s that come up on any roll are subtracted from successes. (The latter part of the
weakness does not affect dramatic failure rules.) The narrative effect is that things seem out of sorts
around the target: dogs bark constantly, the air smells a little strange, people feel queasy, tools break or
slip away or clouds of small flies hover nearby. All of these slight-but-strange occurrences help to
accentuate the curse and its mechanical effects.
This power lasts for a number of hours equal to the ritemasters Primal Urge score.
(Some werewolves drug the victims to cause confusion. That way, the targets have little clue
what is happening or has happened to them.)
Exceptional Success: The ritemaster rolls an additional five or more successes than the target.
The effects of this rite last for twice as long as usual (i.e., equal to twice the ritemasters Primal Urge score
in hours).
Success: Successes are gathered. If enough successes are accumulated, each participant can
immediately roll a dice pool as though committing a sin equal in magnitude to his current Harmony
score. Success on this roll allows the participant to eliminate one of the degeneration-driven
derangements that he now suffers from.
Dramatic Success: Several successes are gathered. If the ritualist exceeds the total number of
needed successesby five or more on the roll that takes the rite to success, the ritualists consumption of
the packs collective sin truly enables the pack to overcome its degeneration. Effects are per success,
above; in addition, any character who succeeds may make a second roll with the same pool. Success on
that second roll allows the werewolf to immediatelyspend experience points to increase his Harmony
score by one.
Suggested Modifiers
Modifier Situation
+1
1
1
Eyes of Sagrim-UR ()
Sagrim-Ur never missed a chance to question the established ways of things. She pestered Father
Wolf constantly, driving her siblings mad because she wasnt content with the tried-and-tested ways of
doing thing. This rite channels some of Red Wolfs mindset, putting the werewolf into an altered state of
consciousness where she sees opportunities that she would otherwise have missed. Items that she could
make into improvised weapons glow with a faint green aura. Electric blue threads wind along paths shes
never taken through her territory. Ghostly visages overlay the faces of people, offering suggestions on
new ways to deal with them. The rites mindset expands to a higher level by meditating for a few
minutes. As long as she has one specific situation in mind how to deal with a nest of Azlu without the
local authorities being aware, what she can do to get a pack of Fire-Touched to leave her territory alone
the ritualist sees potential courses of action that she had not considered. The rite doesnt tell her what
will happen, only what she could try.
Iron Masters seek out others who know this rite when they feel like theyre stuck in a rut, or
when they are faced with a problem and just dont know how to proceed. When their internal creativity is
at a loss, they turn to the cunning of Sagrim-Ur. For that reason, many Farsil Luhal are ashamed of using
this rite too often. A night spent in the ritual mindset, re-learning cunning and adaptability is all well and
good, but the spirit magic is addictive. Its too easy for a werewolf to outsource his cunning and
inventiveness to this rite. Some Iron Masters use the rite to give Uratha of other tribes a taste of what its
like to feel Red Wolfs favor. Though Iron Masters would never teach this rite to a werewolf of another
tribe, they enjoy giving others the chance to think as they do.
Performing the Rite: The ritemaster surrounds the subject of this rite, who can be himself, with a
circle of chalk. He lights pungent incense at each cardinal point on the circle, and places items important
to the subject at the inter-cardinal points indicating that the subjects normal modes of thinking will be
skewed for the duration. The ritemaster blindfolds the subject, and drums or plays resonant, bass-heavy
music at around 70 beats per minute to synch with the subjects heart rate. Finally, the ritemaster howls to
Red Wolf while the subject consumes a hallucinogenic drug.
Dice Pool: Harmony
Action: Extended (25 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: Visions of missed opportunities and failed gambits wrack the subject as he
relives past failures. He loses two points of Willpower in addition to the effects of a failure.
Failure: The rite fails. The subject is affected by the hallucinogens as described on p. 177 of the
World of Darkness Rulebook.
Success: The subjects perceptions are altered, highlighting opportunities that he would not
otherwise see. The character adds a +2 circumstance bonus on all rolls made to improvise equipment or
otherwise try something he would not normally attempt. If the player does not know how to proceed,
other players and the Storyteller are encouraged to suggest options though the player has final control
over what course of action his character takes. The effects of the rite last until the following sunset.
Exceptional Success: The subject learns a lot from the rites effects. One Skill that the character
uses when under the influence of this rite can be increased at an experience cost of (new dots x2) rather
than (new dots x3). This bonus affects only the purchase of one dot in the Skill; further increases cost the
normal amount.
Success: Successes are gathered toward the total required. If 10 are gained, the subject dies or
falls apart and all the werewolves present reap the benefit. Living beings give off Essence equal to their
maximum Health score (so an adult human with 2 Stamina provides 7 Essence, even though at the time of
the rite he did not have any Health points remaining). Machines provide Essence based on their
complexity, as illustrated on the following table:
Machine Essence Reward
Gun
1
Computer
3
Car
5
This Essence is divided up equally among the participants, with any remainder going to the
ritemaster.
Dramatic Success: Significant progress is made toward the goal. No other effect.
time period is over the bonus is lost. (It is also lost for any werewolves sharing the effect with Shared
Scent.)
Exceptional Success: The duration of the ritual doubles (the ritemasters Primal Urge x 2).
for either of them (which is one reason that it doesnt spread beyond the tribe very often). The Bone
Shadow isnt forbidden from explaining the rules to her packmate, but werewolves respond instinctively
when attacked (and the Storyteller should call for a Resolve + Composure roll from the recipients player
to make sure the character doesnt respond).
The rite itself allows a werewolf to harvest a tiny carving from a monument and gain a bit of
Essence. When Bone Shadows learn this rite, they are admonished not to be greedy. It could be fatal.
Performing the Rite: The werewolf sits in front of the grave, lays a palm on the monument and makes a
silent invocation to Death Wolf. She also thanks the person who lies there interred (it is customary to lay
flowers on the grave at some point in the future, but this isnt required for the rite). The werewolf then
scrapes a bit of dust or dirt from the headstone and places the dirt under her tongue. If the rite works, she
feels a sudden influx of emotion grief, pain, loss and even joy, depending on what sorts of emotions
the monument has absorbed.
The werewolf can attempt this rite more than once in the same night in the same graveyard, but
this carries some serious risks (see below).
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The werewolf has chosen a gravestone that, for whatever reason, has no
emotional energy in it at all. She feels a terrible emptiness fill her. The player immediately rolls Resolve +
Primal Urge. The character keeps a number of Essence points equal to the successes, but loses the rest.
Any further attempt to use this rite on the same night incurs a 3 penalty.
Failure: The rite fails; either Death Wolf doesnt approve or the werewolf just cant concentrate.
She can try again with a different gravestone, but each subsequent attempt incurs a 1 penalty.
Success: The werewolf gains a number of Essence points equal to the successes the player rolled.
She can try to gain more Essence by performing the rite on a different headstone, but she runs the risk of
offending the spirit of the graveyard. For every successful attempt at this rite after the first, the player
rolls Manipulation + Occult. If this roll fails, the graveyard-spirit attacks the werewolfs Essence directly,
turning it into caustic, black nothingness. The character suffers one point of aggravated damage per point
of Essence she has gained from this rite while in that particular graveyard on that night.
Exceptional Success: No effect beyond the larger bounty of Essence.
Suggested Modifiers
Modifier Situation
+2
+1
+1
2
3
4
5
The character attended the funeral of the person interred in the grave
The grave has flowers laid during that day (by someone who know the deceased personally).
For every dot of the Fame rating the deceased had at the time of death. The deceased has been
dead for more than 5 years.
The deceased has been dead for more than 10 years.
The deceased has been dead for more than 20 years.
The deceased has been dead for more than 50 years.
The deceased has been dead for more than 100 years.
HEaLING, RITE OF ()
As astounding as a werewolfs supernatural recuperative powers are, theyre not infallible. Some
wounds, such as those inflicted by silver, simply inflict too much damage to be regenerated at any speed.
The Rite of Healing is the Urathas answer to this need. With it, the ritemaster can increase a subjects
regenerative powers until they can overcome even the most severe wounds. This rite is certainly potent,
but its hardly an ironclad guarantee. The most grievously wounded werewolves might not survive the
time required to complete the rite.
Performing the Rite: The ritemaster must gather any subjects to be healed around herself, evenly
spaced about her like the points of a compass or spokes of a wheel. As she chants or sings an invocation
to ancestor-spirits and spirits of strength and mercy, she ritually cleans the wounds of each subject in
turn. Some ritemasters wash the wounds in pure water, while others lick the wounds clean. Unlike many
other rites, the Rite of Healing doesnt involve howls. Its a quiet, intense ceremony usually performed
between packmates.
Cost: 2 Essence per Health point healed
Dice Pool: Harmony
Action: Extended (5 to 25 successes; each roll represents fifteen minutes)
Roll Results
Dramatic Failure: The rite fails, and the ritemaster may not attempt to heal the given recipients
again until after the next nights moonrise.
Failure: The rite fails; the ritemaster may try again.
Success: The ritemaster may heal up to five Health points lost to aggravated damage; each
Health point regained costs two Essence, and requires five successes. Either the ritualist or the subject
being healed may pay the Essence cost, or they may split it between them; the Essence is spent before the
ritemaster begins the rite, in order to charge the rite with the added power needed.
The amount of Essence spent determines the length of the ritual as well as its potency; thus, if the
ritemaster spent four Essence in order to heal two Health points, the rite would be completed once she
accumulated ten successes. The healing may be distributed among multiple recipients, including the
ritemaster, as long as all are within arms reach.
If the subject to be healed is unconscious, the ritemaster may choose to tap into the subjects own
Essence pool to pay the cost for healing. In effect, she jump-starts his healing process by ritually
encouraging his body to heal itself. The ritemaster cannot force conscious targets to spend their own
Essence, however.
This rite can be used on any given subject, including the ritemaster, only once per day. The Rite
of Healing cannot heal subjects other than werewolves, as it specifically accelerates the power of
werewolf regeneration.
Exceptional Success: No additional effect beyond the several successes gained.
INFORMATION GESTALT ()
This mystical rite duplicates the effects of the Gift: Omen Gazing (p. 124 of Werewolf: The
Forsaken), except that the extended roll to activate the rite is basded on Harmony, the rite is affected by
the usual rite modifiers, and there is no Essence cost. Other factors such as the nature of the extended roll
and the 24-hour limitation remain the same (though a character can use Omen Gazing and Information
Gestalt in the same 24-hour period). The Iron Masters developed the ritual, though any tribe can use it.
The character enters a meditative trance by watching multiple television screens, all tuned to different
channels.
RITE OF INITIaTION ()
Once a newly Changed werewolf has been taught something of what she is, she is given the
opportunity to join a tribe. Sometimes the other werewolves pressure her, for reasons of bloodline or
destiny, to join a specific tribe, but the choice of which tribe to join always rests with the werewolf.
Joining a tribe is a serious business, one meant to color the path of the werewolfs life, so it is ritually
acknowledged through the Rite of Initiation.
The first part of the Rite of Initiation is an ordeal of some sort. The ordeal might be physical or
mental, a challenge to be overcome or a painful experience to be endured. It is usually meant to test the
subjects dedication and ability. Some harsh ritemasters set ordeals that might kill an unworthy
supplicant. Others prefer that the ordeal run little or no risk of actually killing the subject, but in no case
is the ordeal simply ceremonial. It always tests the subject physically or mentally.
If the subject endures the ordeal, she then swears the Oath of the Moon, including the vow levied
by her new tribal totem. Once her oath has been accepted, she becomes a member of her tribe in full,
which is often a cause for vigorous celebration.
Performing the Rite: The performance of the Rite of Initiation varies not only from tribe to tribe,
but also from region to region. In most cases, it takes place at a tribal gathering, but some werewolves
have been given the Oath and inducted into the tribe by a solitary ritemaster. There are a few constants,
but Storytellers and players should customize the ritual as seems appropriate. The applicant must have at
least one dot of Renown in the appropriate category to undergo the rite; thus, an aspiring Bone Shadow
must have at least one Wisdom.
First, the ritemaster calls to the tribal totem, asking it to watch the ordeal and determine whether
the new supplicant is worthy. In some cases, the subject is introduced by a sponsor or relative who
vouches for her.
The ordeal itself varies very widely but always reflects the tribes ideals in some fashion. The
ordeal usually takes a few hours to a night to complete successfully, but some tests of endurance last
longer. If the subject does her best to pass the ordeal but fails (passing out in the middle of an endurance
ordeal, for instance), the ritemaster may give her some time to prepare herself and attempt the rite again
in a few months time (possibly with a different ordeal to face). If the subject chooses not to complete the
ordeal, shes turned away from the tribe and must either find another tribe to offer her the Rite of
Initiation or remain a Ghost Wolf.
After the ordeal, the subject may be ritually cleansed before swearing the Oath of the Moon
(although the Blood Talons often prefer to have the subject swear the Oath while still wet with her own
blood). The ritemaster or another of the assembled werewolves summons a spirit servant of the tribal
totem to bear witness to the subjects pledge, which always concludes with the tribal vow. The ritemaster
then ceremonially acknowledges the subject as one of the tribe, calling her by her new deed name (if any),
as do any other werewolves present. (The actual die roll to complete the rite represents the swearing of
the Oath and the subsequent acknowledgement. If the ordeal is failed, the ritemasters roll is moot.)
Once the Rite of Initiation is completed successfully, the subject is treated as a full member of the
tribe, and its customary to summon a spirit allied with the tribal totem to teach the new member an
appropriate Gift shortly thereafter.
Dice Pool: Harmony
Action: Extended (10 successes needed; each roll represents one minute)
Roll Results
Dramatic Failure: The ritemaster has insulted the tribal totem by botching such an important rite.
The ritemaster suffers a 2 penalty to all Social rolls to influence his tribemates or the spirits of his tribal
totems brood for the next three lunar months.
Failure: No successes are gained for one minute. If the ritemaster cannot accumulate enough
successes in the time allotted, hes failed to impress the tribal totem on the subjects behalf, and the
subject is not accepted into the tribe. The rite can be attempted again on the same subject in a lunar
months time.
Success: The subject is accepted into the tribe.
Exceptional Success: The subject is accepted into the tribe, and the tribal totem is impressed. The
subject enjoys an extra die on all Social rolls to influence her new tribemates or the spirits of her tribal
totems brood for the next three lunar months.
Suggested Modifiers
Modifier Situation
+2
2
These modifiers can affect more than one scene until the augury is proven true or false.
Suggested Modifiers
Modifier Situation
+1
+1
+1
+1
+2
Ritualist is a Cahalith
Ritualist is a Bone Shadow
Ritualist is female
If the question has to do with fertility, such as the sex of a child
If the sacrifice is human
Dramatic Failure: Whether its true or not, the spirits feel that the target was accused unfairly.
The target regains all Willpower as if he had fulfilled a Virtue, and the ritualist loses one Willpower
point. This rite will not function on this target again.
Failure: No successes are accumulated, or the target reaches 10 successes first. The rite fails, and
may not be attempted again unless the target commits another crime against the tribe.
Success: Successes are gathered toward the total. If the ritualist reaches 10 successes before the
target, the Mark is in place. The Mark inflicts two levels of lethal damage, and even after the damage
heals, the Mark remains. It might be possible to remove such a mark, but that would require a Rite of
Contrition to the werewolf who performed the rite and a special quest or show of apology to Black Wolf
(if the werewolf is in fact guilty), or a special effort, probably a whole storys worth, to clear the targets
name (if hes not).
Exceptional Success: Considerable progress made toward the total. No special effect.
Suggested Modifiers
Modifier Situation
+2
+1
1
2
3
4
Target is guilty of the crime but did not lose Harmony for it.
Target is guilty of the crime but did lose Harmony.
Target is a human being (including ghouls and wolf-blooded).
Target is a supernatural being, such as a vampire or mage (but not a werewolf).
Target is not physically present, but the ritualist has a sample of that targets blood, skin or
recently worn clothing.
The ritualist knows only the targets name or has a photograph.
Dramatic Failure: All success are lost. The subjects primal fears are intensified and she reacts to
Lunacy as though her Willpower were two points lower (minimum of 1). The ritemaster may not try
again for the duration of the scene.
Failure: No successes are gathered. If the rite cannot be completed for some reason, the ritemaster
may not try again for the duration of the scene.
Success: Successes are gathered. Once the total number is accumulated, the subject reacts to
Lunacy as though her Willpower is two points higher (maximum of 10) for the duration of the moon
phase (usually three nights).
Exceptional Success: Several successes are gained at one time. If 15+ are accumulated on the
same roll that the ritemaster reaches 10 successes, the subject of the rite gains protection from Lunacy as
though her Willpower is three points higher rather than normal.
Given how useful this rite would be in the ongoing war against the Uratha, many members of the
Pure tribes question the loyalty of their brethren for not teaching this rite outside of the lodge. So far, the
elders within the lodge have managed to keep these naysayers at bay, saying that the long-term benefits
of having a wolf in the fold more than outweigh any short-term benefits in sharing the rite. Another,
darker, theory holds that they have tried teaching it to others, but that it has failed; if this is true, then Fox
Master-of-Guile may be playing the entire lodge for fools in the spirits own cunning game.
Performing the Rite: The ritualist dips a bone dagger into the blood of a Uratha and hands the
dagger to the intended target, who must inflict a scar no smaller than three inches on himself with the
weapon before handing it back. The ritemaster then proceeds to cut the air around the Pure with the
dagger, as if skinning him of his old shell. Each person who undergoes this rite can only use the blood
of a specific Uratha once, although blood from a Uratha can be used on multiple participants (each of
whom must have their own New Coat performed). It is common for small cells of modern Thin Ones to
have an annual festival, when they capture and torture a werewolf for information in one room while
draining his blood to use in continuous successions of New Coat rites performed in the other.
Action: Extended (three successes per point of renown the target has; each roll represents 10
minutes)
Roll Results
Dramatic Failure: All successes are lost. In addition, the blood for that Uratha cannot be used
again on that target.
Failure: No successes are gained.
Success: Successes are gained toward the required total. As successes are generated, the targets
appearance within the Hisil changes, with each success transforming the Renown of the Pure from
looking like a scar to appearing silver; if the rite ends before the required number of successes, the
Renown reverts back to its previous appearance. Once the number of successes is reached, the targets
Renown fully transforms within the Hisil, making the werewolf appear by all obvious means to be
Uratha. In addition, the target receives four bonus dice to all supernatural means of discerning the
werewolfs true nature (or the person trying to discern the truth receives a 4 penalty on those rolls that
do not have a defense). All benefits of the Rite of the New Coat last for one year.
The targets chosen area to cut with the dagger shows up in both the real and spirit world as a
scar, providing a telltale clue (or at least an abnormality) for those who know to look for it. For the rite to
be successful, no two scars can intersect; cutting across a previous scar results in the rites automatic
failure (as well as another scar), and the chosen Urathas blood cannot be used again by that target. As a
result, the Thin Men who use this rite tend to mark inconspicuous areas, such as the souls of their feet,
their armpits and the joints of their thigh and pelvis.
Exceptional Success: The area chosen to be scarred does not, in fact, scar; the New Coat remains
undetectable and the area can be chosen again for future usage of the rite.
Offal, Rite of ()
In olden times, when all of the material that would litter the landscape was organic in nature and
would break down in a matter of months or years, the Lodge of Harmony had an easier time keeping
their territories clean. Modern garbage, however, is more resilient, and as plastics and other material that
even Boar finds inedible began to pile up, the Sulukka petitioned their totem for a solution. The Rite of
Offal provides one, although it has its price.
The Rite of Offal, usually performed directly after the Rite of Churned Earth, converts all manmade debris in the area into a foul-smelling but completely natural sludge. The odor is reminiscent of pig
manure and is repulsive even to wolf sensibilities, but it goes away after a few days and helps the areas
plant and animal life flourish.
The rite does not function on corpses or other organic matter, only material fashioned by
humanity. Also, it doesnt work on anything still in use; the Uratha could not use it on a car and cause the
vehicle to break down into sludge, unless the car was completely irreparable.
Performing the Rite: The ritemaster splashes the area to be affected with his urine (normally this
entails a change to Urhan form, although some male Uratha choose to use Dalu). The ritemaster then
chooses the largest chunk of man-made material in the area and spits on it, growling a curse in the First
Tongue. Finally, he takes and handful of earth and throws it over the area, asking for Rooting Boars aid
in returning the land to its normal cycle.
This rite is typically performed under the half moon, but can be performed at any time. It can
only be enacted once per day.
Dice Pool: Harmony
Action: Extended (10 successes required; each roll represents one minute)
Roll Results:
Dramatic Failure: All accumulated successes are lost. The ritemasters clothes and any other
objects carried melt into foul-smelling sludge. This odor levies a -4 penalty on all Social rolls and doesnt
wash off for a week.
Failure: No successes are gained at this time.
Success: Successes are gathered toward the total required. If 10 are gained, any man-made refuse
within (yards x ritemasters Harmony rating) melt into black, stinking slime. This slime acts as good
fertilizer for the land, but causes the area to reek for four days or until the next rainfall. The odor is
pungent enough to levy a -1 penalty to anyone within the area of effect, and some Uratha have been
known to scoop some of the slime up into glass bottles to hurl at enemies. In addition to the odor, getting
the stuff in a targets eyes (see Specified Targets on p. 165 of the World of Darkness Rulebook) blinds him
until he can wash the slime off.
Exceptional Success: The ritemaster makes significant progress toward the goal. If 15+ successes
are gathered on the same roll that the ritemaster reaches 10 successes, the ritemasters Purity rating is
added to her Harmony for purposes of determining the area of effect.
opens, and any Forsaken who enter are sent to their destination. When the rite is successful, the twin of
the pathstone (at the other end) begins to send out a preset alarm usually something rather subtle, such
as the call of an insect.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails, and the set of pathstones is ruined.
Failure: The rite fails.
Success: A lunar road a tunnel of silvery light opens up in front of the ritemaster, allowing
all who enter to traverse the Shadow quickly and safely. The normal amount of time it would take to
travel between the loci is cut in half for each success generated (halved, quartered, eighthed, etc.).
Exceptional Success: Traveling on the lunar road takes next to no time. The characters arrive one
minute after departure.
Purity, Rite of ()
This rite has been with the Pure as long as any of them can remember. Some claim it has been
with them since the beginning, when their first children suffered the brands of Mother Moon without
realizing that she was quite so vigilant. When the ritemaster performs this rite upon a pre-Change
werewolf (nuzusul), it hides him from Lunas gaze and assures that he will experience his First Change
without gaining an auspice. The werewolf will never gain an auspice unless an appropriate countering
rite is performed successfully. Such rites, however, are closely guarded by old Forsaken and considered
quite rare.
Performing the Rite: The nuzusul must be bound and pinned to the ground facing downward. It
must be open earth (dirt, sand, clay, grass) and not a human-made material (concrete, asphalt, brick). The
ritemaster draws a circle around the target (whether etched in the ground or drawn with chalk or a stone,
it doesnt matter). Once bound and encircled, the target must be covered in at least three different types
of befouled material.
One of these types must be blood, enough to cover most of the body. This blood can be animal or
human, but not werewolf. The other two types of foul substance are within the purview of the ritemaster.
Potential choices include vomit, saliva, urine, spoiled milk, maggots, sewage water or rotten foods. The
goal of this is, somewhat ironically, that it befouls the target so completely that Luna is convinced that
such a creature is utterly impure and unworthy of her gaze. The befouling is, to the Pure, a necessary
deception.
Dice Pool: Harmony (versus targets Resistance + Composure if the target chooses to actively
resist)
Action: Extended (five successes per dot of targets Willpower; each roll represents one minute)
Roll Results
Dramatic Failure: The rite fails immediately and cannot be performed again on the subject.
Failure: No successes are achieved.
Success: Successes are gained. If the total equals five successes per dot of the targets Willpower,
the rite succeeds. Success of course requires that the target has not yet experienced his First Change.
When the target finally experiences the Change (which may be soon after the ritual or not), the rite
ensures that he will not achieve an auspice and will not have access to those Gifts or benefits associated
with auspice. He does not gain an auspice unless extraordinary circumstances (a Forsaken rite, or a
blessing from a powerful Forsaken totem) allow. Otherwise, no mechanical benefits are granted to the
subject.
Exceptional Success: Successes occur above and beyond the expected. If the total equals (five
successes per dot of the targets Willpower) + 5, the rite succeeds. In addition, the target gains a +1 Social
roll when dealing with the Pure for the following week because he is considered particularly blessed.
This is in addition to the effects noted above.
Suggested Modifiers
Modifier Situation
+1
+2
1
2
SaCRED HUNT ()
This ancient rite enforces the role of werewolves as predators of spirit and flesh alike, allowing
them to ritually hunt spirits for Essence. When the ritemaster performs this ritual, he marks a spirit as the
packs rightful prey. Then the entire pack goes on the hunt, chasing the spirit out of hiding and
eventually bringing it down. When theyve successfully done so, the werewolves say a quick prayer of
respect and gratitude for the spirits sacrifice and reap a bounty of Essence.
This hunt can take place in the Shadow or in the physical world. The ritemaster must either have
a (likely captured) spirit close at hand, or be able to name a specific spirit that will serve as the packs
quarry. If the quarry is captured beforehand, the ritemaster then releases it to flee, waits a certain amount
of time (as much as an hour), and then the pack takes off on the hunt.
The spirit quarry is rarely a willing volunteer yet the terms of the Sacred Hunt leave it with a
measure of protection. The werewolf pack will feed on its Essence, yet it receives the promise that it will
survive the experience somehow .Thus, the spirit is compelled to abide by the terms of the hunt. The
spirit flees, uses guile and possibly even fights back, but it doesnt leave the werewolves territory (or its
spirit reflection) before the sun comes up, and it doesnt use Numina that cost Essence to activate. It
doesnt seek the help of other spirits in the vicinity, nor do observing spirits aid either party. Tracking the
spirit through the Shadow is handled the same way tracking any other spirit would be.
If the rite takes place in the physical world, the pack must usually perform the Blessing of the
Spirit Hunt (p. 152) before beginning the Sacred Hunt. Some spirits may seek out a suitable vessel in the
material world (possibly an animal of its type, but just as likely a human being if the packs territory is
urban) and ride it, bringing with it a measure of Essence from the Shadow Realm. However, the spirit
that does this is violating the terms of the Hunt, and receives no guarantee of survival at hunts end.
Once the spirit has been caught, the werewolves are able to devour its Essence much as another
spirit would. However, they are bound by tradition to leave the spirit a small bit of Essence before it is
torn apart, so that it may re-form later as a reward for participating in the hunt. The hunt is sacred, after
all, and werewolves are bound to respect their preys sacrifice.
Performing the Rite: The ritemaster either draws a map or marks out a section of a map to
represent the boundary of the hunting ground to which the spirit is bound. (This hunting ground can be
no smaller than the entirety of the packs territory, but it can be much larger if the ritemaster wishes.) He
then burns the map while offering chiminage appropriate to the type of spirit summoned. Meanwhile,
packmates howl out a reminder of the ancient pact that binds lesser spirits to take part.
Only one hunt can be performed by a pack or any of its members per night.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute) for the performance of the rite
itself. The actual hunt can take a matter of a couple hours or it can last all night. Consider it to last
for one hour per roll made to accumulate all the successes required. The hunt is considered one
scene for purposes of a Gift or rites duration.
Roll Results
Dramatic Failure: All accumulated successes are lost. The ritemaster may name the wrong spirit
as quarry, or even attract the attention of a more powerful and dangerous spirit from the nearby Shadow.
Even if the werewolves defeat it and tear it apart, they gain no Essence from the activity. No other
attempts can be made in the same night.
Failure: No successes are gained at this time.
Success: Successes are gathered toward the total required. If 10 are gained, the proper spirit is
marked as quarry, and can be harvested for Essence at the completion of the hunt. The effects of the mark
last from the culmination of the rite until the sun rises. The spirit leaves a physical trail, whether in
Shadow or the physical world, that the werewolves can follow. In either case, the spirit remains within
the boundary established by the ritemaster until sunrise, at which point its obligation is fulfilled.
When the hunt is completed, participants may divide the spirits Essence among themselves. This
share is even among all members, with any remainder going to the ritemaster. If three werewolves
perform the hunt and catch a spirit with 10 Essence, two of them get three Essence points back, while the
ritemaster gets four. However, it is only just and honorable to leave the spirit with one Essence point of
its own, so that it can re-form after discorporation at the hunts climax. Permanently destroying a spirit
that has been marked as sacred quarry is cause for a three-die check against degeneration for werewolves
of Harmony 5 or higher. (See Harmony, p. 180.)
See Chapter Four for tips on creating physical and spirit antagonists who could serve as prey for
this rites purposes. See also Appendix One for tips on creating spirits from whole cloth. This rite cannot
be used to mark a spirit of more power than a lesser Jaggling; more powerful spirits are rivals and foes,
not prey.
Exceptional Success: The ritemaster makes significant progress toward a rewarding hunt. If 15+
successes are gathered on the same roll that the ritemaster reaches 10 successes, the hunt is particularly
rewarding. At the successful culmination of the hunt, each character also regains a single point of spent
Willpower.
SaCRED VIGIL ()
This rite, powered by an ancient compact between a few werewolves and Hugin amd Munin and
rediscovered by the Lodge of Spires, lends an aspect of the ravens sight to the werewolf. A werewolf
who takes on a Sacred Vigil exists in an altered mindset where the individual threads that tie the city
together become plain. Its a strange, often taxing experience that nonetheless is incredibly powerful in
the right hands.
In a Sacred Vigil, the world seems to change. Everything possesses a glowing aura: most humans
are white, werewolves blue, and mages gold. Other werewolves glow deep green. The werewolf sees
through into Twilight without effort: spirits and embodied shartha appear purple, while ghosts are grey.
The sight allows a werewolf to identify Hosts that have taken a human form, as well as pointing out
humans who are Ridden or Claimed by spirits.
The Vigil doesnt just highlight the world: it colors the werewolfs understanding. Once she sees a
target, she must hunt. The Vigil will not let her sit by and watch when she could be taking action. She
intuitively knows how to follow her target without ever setting foot on the ground, and if she can strike
from above, her prey will never know what hit her.
Performing the Rite: The ritemaster stands under the open sky. He takes a piece of glass and
cleans it with a cloth soaked in rainwater, then draws an ancient rune on the glass in black ink. He then
places it in a circle drawn in salt and howls to Hugin and Munin. In a wooden bowl, he then combines a
natural hallucinogenic (mescaline, ayahuasca or psilocybin are the most common) with salt from the
circle, more rainwater, a drop of the same ink, a drop of blood and a drop of urine. The final ingredient is
a tiny fragment of glass chipped from the larger piece. He drinks the concoction, and soon after feels its
effects. This rite cannot be used by anyone under the effects of Eyes of Sagrim-Ur (see p. 144); likewise, a
werewolf on a Sacred Vigil cannot perform the Eyes of Sagrim-Ur.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: Hugin and Munin are displeased. The glass shatters, and the werewolf suffers
the normal effects of taking hallucinogens (see the World of Darkness Rulebook, p. 177).
Failure: The glass shatters, though the werewolf feels no ill effects.
Success: Success imbues the werewolf with an incredible perceptive ability. The aura given off by
physical creatures shines brilliantly against the darkened world. He can see humans, and identify
common supernatural creatures that he can see (Hosts, vampires and mages) automatically. In addition,
he can make a reflexive Resolve + Composure roll to beat magical concealment. He can also detect and
identify ghosts, spirits and other creatures in Twilight without a roll.
When he hunts, the character gains a two-dice bonus to Athletics rolls made to follow a path that
avoids the ground. If he manages to go the whole hunt without hitting the ground (except for the first
step before attacking his prey), his prey does not apply his Defense for the first round of combat. The
werewolf loses this bonus if he steps on the ground before finding his prey.
The werewolf must hunt when under the effects of this rite. If he spends six hours in the Sacred
Vigil without hunting, he takes two points of lethal damage.
Exceptional Success: The werewolf can see the trail of his prey. Once he has selected a target for
his hunt, treat all tracking rolls as if the werewolf had tasted his targets blood.
SHaCKLE SPIRIT ()
This ritual allows the Uratha to bind a troublesome spirit in a state of near-slumber. The spirit
remains nominally aware of its surroundings, but is incapable of movement, reasoning thought or
employing its powers. The spirit remains where it was bound, and can usually be plied for simple
information (but not to bestow Gifts). This rite is the reason so many members of the Lodge of the Storms
Eye have a deep understanding of the local Shadow Realm, as Shackle Spirit represents an effective way
of pulling information from the minds of the most hostile and powerful spirits knowledge that would
have been lost had the creatures been destroyed.
No spirit wishes to suffer this binding, and those that manage to break free of the rites effects are
certain to seek some form of revenge. The most common form of this rite is a mixture of the rites: Banish
Spirit and Bind Spirit, though it results in something quite different and often more useful. As with Bind
Spirit, the ritualist must designate one other way that the spirit can be freed. However, unlike the Bind
Spirit rite, that condition is always If I do not return to replenish your shackles in one months time. It
is easy to see how much more secure and tractable a spirit is under the effects of this rite. To lodge
members, if they refer to a spirits as caught within the eye of the storm, they are referring to a being
bound by the Shackle Spirit rite.
Performing the Rite: This rite is performed in a similar manner to Bind Spirit, on p. 158 of the
Werewolf: The Forsaken, and has its own host of variations. The key of the ritual is the five-time
repetition of the First Tongue phrase, You shall never awaken. The ritualist doesnt have to repeat the
phrase five times in a row. He may sprinkle it throughout the performance, but the ritual isnt complete
until the phrase is said for the fifth time. The effects of the rite wear away after a lunar cycle, though the
werewolf can refresh the effect by returning to the bound spirit before the month is up and performing
the rite once again. The spirit suffers a 2 penalty on its dice pools to resist being re-shackled.
Dice Pool: Harmony versus the subjects Resistance
Action: Contested and extended (10 successes; each roll requires 30 seconds time)
Roll Results
Dramatic Failure: The rite or resistance fails outright and all accumulated successes are lost.
Either the werewolf cannot attempt to shackle the spirit for another lunar cycle, or the spirit is bound
immediately.
Failure: No successes are accumulated at this stage of the contest.
Success: Successes are accumulated toward the total required. If the total reaches 10+ successes,
the spirit is shackled and rendered immobile. The spirit will answer any simple questions asked of it,
unless it is determined to remain silent. If so, then the spirit must succeed at a Resolve roll with a 4
penalty, or speak the answers it seeks to conceal.
Exceptional Success: Tremendous progress is made or resistance is shown.
Shadow PROJECTION ()
Werewolves are naturally attuned to the Shadow and can enter it physically with relative ease.
There are times, though, when bodily traveling into the spirit world is less than desirable, either because
of danger or because a werewolfs presence there would agitate the local spirits or alert a packs enemies.
This rite, adapted from similar rituals employed by mortal shamans, allows a werewolf to project her
consciousness from her body and into the Shadow in the guise of a wolf-spirit.
Performing the Rite: Seating herself in the middle of a ritual circle, the Ithaeur ingests a natural
hallucinogen like peyote or agaric (this is largely a symbolic gesture as a werewolfs metabolism quickly
purges most drugs from her system) and beats out a quick, rhythmic tattoo on a drum, tom-tom, or even
just her own thighs. As she attains a trance state, her spirit half slips loose from her physical body and
crosses the Gauntlet, manifesting in the form of a wolf-spirit.
While the werewolf is in the Shadow Realm in this form, she is treated as though she were in
Urhan form for all purposes (including Trait modifiers, restrictions on actions or communication, and the
like). However, spirits and other beings in the Shadow Realm perceive her as an ordinary wolf-spirit, not
an Uratha. An opposed roll of Power (Wits + Occult for non-spirits) versus Wits + Primal Urge is
required to see through the deception. Her Rank appears to be the same as her Renown grants her (see
Werewolf: The Forsaken p. 272).
While projecting in this form, the werewolf is somewhat insulated from actual, physical damage.
Any bashing or lethal damage inflicted on the characters ephemeral body is recorded as bashing damage
on her physical body, as bruises appear on her flesh. Aggravated damage inflicted on the werewolfs
ephemeral body appears on her physical body as lethal harm. If an ephemeral character is knocked
unconscious by this damage, she automatically returns to her body.
The werewolfs ephemeral body can move around normally in the Shadow Realm, walking and
running at normal Speed. During the time she is mentally projected, the ritemasters body is alive but
comatose and her soul has actually separated from the body. She has no way of knowing her bodys
current state of health or any other information about it. Should her body die while psychically projected,
she gradually loses her memories and sense of self over a number of days equal to 10 minus her Primal
Urge. At the end of this time, she loses all recollection of herself and becomes a true wolf-spirit.
If the characters ephemeral body is destroyed (her Health track is filled with aggravated
damage), her physical body lapses into a coma from which she never awakens.
This rite can only be performed at a locus. It lasts as long as the ritualist desires (but see the rules for
deprivation on pp. 175176 of the World of Darkness Rulebook). Ending the rite is a reflexive action, but
the werewolfs ephemeral form must be within the area of a locus (not necessarily the one her body is at).
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: The rite fails spectacularly, and the ritemaster is haunted by eerie visions. She
gains the paranoia derangement, which lasts for a week.
Failure: No progress is made.
Success: Progress is made toward completing the rite.
Exceptional Success: Extraordinary progress is made.
Shrieking Glyphs ()
The walls of some Wounds have been known to display dozens of strange symbols that resemble
First Tongue glyphs, but read as gibberish if deciphered. Bale Hounds use these sigils in two ways: as a
way to mark the location of an Iduth-Su, so that other Bale Hounds can track down one of the Flayed
Ones if he desires, and as a way of repelling werewolves with high Harmony from attempting to
investigate and cleanse the Wound. The symbols have little effect on werewolves with Harmony scores of
4 or less, but those with scores of 5 and higher feel severe discomfort and even pain if they look at the
runes on the walls, trees or ground of the Wound. The exact nature of the discomfort depends on the
viewers Harmony, and the penalties stack with those already in play from the characters standing within
a Wound.
Harmony 5: The runes are ugly symbols that seem to almost make sense, and could possibly be
describing the history of the Wound and what has occurred in the area. The werewolf suffers discomfort
from looking at the symbols, as if his skin were crawling, but no mechanical penalty.
Harmony 6: The runes are alive with some kind of power of their own, and, though the words
they represent are gibberish, the werewolf can hear them being whispered in her mind. Whenever the
character looks directly at them, the whispering increases to a painful shriek within her mind, inflicting a
1 penalty to all dice rolls until the character looks away.
Harmony 7: The runes are definitely alive, somehow. They seem to shriek their nonsensical
meanings into the mind of the character, inflicting a 1 penalty to all dice rolls while the character is
within 10 yards of the symbols.
Harmony 8+: As Harmony 7, though directly looking at the symbols intensifies the horrific
shrieking, and the character must make a Willpower roll to prevent himself backing away from them.
Performing the Rite: The Bale Hound learns the names of several of the Wound-born Gaffling
spirits of the area, and writes the names on the Wounds surfaces with his own blood. Once the werewolf
has gained the cooperation of the spirits involved, the werewolf can use this variant of the Fetish Rite to
bind the spirits one by one into these bloody runes, creating fetishes that exist only to psychically shriek
in torment at their confinement. Some spirits actually agree to this horrendous treatment without being
first bound or tortured, either out of mindless desire to serve the Maeljin or out of fear of death at the Bale
Hounds hands. The rite works on all of the named spirits at the same time, though the maximum
number that can be affected at once is equal to the Bale Hounds Harmony.
Dice Pool: Harmony
Action: Extended. (10 successes needed; each roll represents one minute.)
Roll Results
Dramatic Failure: All accumulated successes are lost, the spirits break free of the binding before
it takes hold and seek to attack the Bale Hound for her actions.
Failure: No further successes are accumulated, the rite fails and the spirits are not bound into the
glyphs. The ritemaster must create new glyphs if he wishes to try again in the future.
Success: Successes are added, and when the required number is accumulated, the spirits are
bound into the symbols.
Exceptional Success: No additional effect beyond the several successes gained.
Success: The rite is successful, and the affected characters enter a light trance. To wake from the
trance, characters need only pass a Willpower roll, spend a Willpower point or wake naturally as the
ritemaster ceases the dream. Unbroken, a dream can last until the next sunrise, be that an hour or 20
hours away. During the dream, the ritemaster has no direct control on the way time passes, but some
werewolves have reported living within a dream for several years, even if only a single night has passed
in the real world.
Within the shared dream, each character may act independently and has the same stats and traits
as in the real world. Any characters dying in the dream wake immediately in the real world completely
free of injury. Any new traits bought with experience points, new derangements or Harmony losses (and
gains, for that matter) are all lost upon waking, left behind as echoes of the dream world. Such details
belong to the characters potential futures, not to them themselves.
While in the dream, characters will experience the end of the world as described in the Lodge of
the Final Winters write-up on p. 173.
Exceptional Success: As with a success, but the characters dream-selves are preternaturally
resilient in the shared vision. Each character adds +1 Stamina for the duration of the dream, usable only
in the dream-state.
was performed, he is immune to lethal). If he did show weakness, however, the target suffers a
punishment, instead. Once the damage from the rite is healed, the target suffers greatly from damage
taken for a number of days equal to twice his Primal Urge score. During this time, bashing damage
becomes lethal, and lethal damage becomes aggravated. Aggravated stays as is, being at the peak of
preternatural damage.
Exceptional Success: As above, except all participants gain a Willpower point. The ritemaster
gains two.
This ritual was a pact originally made with denizens of the Shadow so that a werewolf could pass
on a sacred role, giving up her individuality in order to take a recognized position in society or gain a
measure of spiritual power. That practice has long since fallen from grace, and only a handful of
werewolves remember fragments of the original rite.
Joining as Twin Skins, two werewolves become as one. The participants must both be
werewolves, but they dont have to be blood relatives. The pair exchanges a small portion of their spirit.
Using that bond, they can exchange scent at any time, and even communicate without words. The
twinning process takes its toll using the Rite repeatedly can destroy a werewolfs sense of
individuality, binding him to the sacred role.
Performing the Rite: The ritemaster must be one of the participants. He paints identical complex
designs on both participants, using ochre mixed with a drop of each werewolfs blood. The two then
drum individual rhythms, howl and plead to the spirits, splitting hunks of meat in two to act as
chiminage. As the rite goes on, the drumming synchronizes, and the two become one when the ritual
ends.
Dice Pool: Harmony
Action: Extended (30 successes; each roll represents an hour)
Roll Results
Dramatic Failure: The designs on both participants shift until they are a mirror image of each
other. The participants are destined to become antagonistic forces in each others lives.
Failure: The bond between the participants grows no stronger.
Success: The participants are brought closer. For the duration of a lunar month, both participants
share a fragment of spirit. Either participant can swap her scent with the other by succeeding on a roll of
Resolve + Primal Urge as an instant action. If the other does not wish to share her scent, she reflexively
contests with her own Resolve + Primal Urge. This sharing of scent includes the small spiritual markers
that go along with the scent, including the enhanced tracking abilities used by a werewolf tasting blood.
By spending a point of Essence, either participant can send his twin a short message no more
than five seconds without speaking, again as an instant action. Every time the same pair of
werewolves undergoes the Rite of Twin Skins, the borders between the two break down a little further.
They start acting similarly, taking on each others personality traits. After using the rite a number of times
equal to the lowest Willpower in the partnership, the pair both take the Vice of the character with the
lower Willpower and the Virtue of the character with the higher Willpower.
Exceptional Success: As a success, but both sharing scent and communicating become reflexive
actions.
Suggested Modifiers
Modifier Situation
+2
Waking a spirit can be a dangerous gamble, as the newly awakened spirit feels no obligation or
gratitude to the ritemaster. A spirit thats been awakened by this rite acts according to its nature no
more, no less. A werewolf might be able to convince the newly awakened spirit of a car to give its earthly
analogue a measure of its power simply for the ecstasy of racing at high speeds, but an awakened flamespirit might be as dangerous to the werewolf as to her enemies. Yet awakening a spirit gives a werewolf a
new potential resource from which to draw. A werewolf can awaken the spirit of a murder weapon to
question the spirit about its former owner, for instance. Indeed, using this rite brings a new spark of life
to the Shadow.
Performing the Rite: The ritemaster drums, chants, dances or performs some other form of
rhythmic noise and motion as she moves about the object or place to be awakened. The culmination of the
rite is a loud howl, which is meant to shake the spirit free of sleep.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost, and the rite fails. The ritemaster may not attempt to
awaken that particular spirit again for 24 hours.
Failure: No successes are added.
Success: Successes are gathered. When 15 or more are accumulated and the rite is performed on a
mundane item or place, it wakes the potential spirit within. The item then possesses a spirit analogue in
the Shadow Realm.
When performed on an animal, this ritual wakes a Gaffling related to that animal in the spirit
world. The Gaffling isnt directly connected to the animal in question, though, and it doesnt have to
remain in the animals area. For example, performing the rite on a Doberman pinscher wakes a dog-spirit
that might not necessarily look like a Doberman.
A newly awakened spirit is always a Rank 1 Gaffling with average traits for its class (see p. 279).
The rite cannot be performed on sentient creatures such as humans, or on objects or animals that already
have awakened spirits associated with them. The ritemaster gains a +1 to all rolls to influence the newly
woken spirit, including Gifts and rites, for the duration of the scene in which this rite is performed.
Although the spirit doesnt always show gratitude, its usually slightly suggestible for the first few hours
of its existence.
Exceptional Success: Several successes are gained at one time. If 20+ are accumulated, the spirit
has an increased chance of being positively disposed toward the ritemaster.
the dogs within a ritual circle about five yards wide, drawn in fresh earth with the jawbone of a wolf.
During the ritual, the ritualist coaxes the dogs into a group howl. Each dog must be fed a pound of raw
meat and offered water at the rites conclusion.
Cost: 1 Essence
Dice Pool: Harmony
Action: Extended. (10+ 1 success per dog; each roll represents one minute.)
Roll Results
Dramatic Failure: All successes are lost. The rite cannot be attempted again for 24 hours.
Failure: No successes are added.
Success: Successes are gained toward the required total. Once the total needed is reached, the
canines transform over the period of one minute. They do not turn into dire wolves, but they do grow
more feral looking, as their fur thickens and darkens and their musculature is enhanced. They do not
become mindless killing machines, but become more mannered than most domestic dogs developing
the social skills of wolves. The dogs also remember their heritage and skills as hunters and predators.
Canines affected gain one dot of Stamina, Dexterity, Survival and Stealth for the rites duration. Use the
dog write-up from the World of Darkness Rulebook, p. 203.
These feral hunters always recognize the ritualist as their alpha and are unflinchingly loyal. They
will not stray more than 50 yards from her side while affected. The ritualist may communicate with them
as if they were wolves. To take advantage of this, she often switches to Urhan to guide them in a hunt
and use wolf-speak; Urshul can be used to issue commands in battle. She does not gain any magical
control over them, only their loyalty. The ritualist in these forms gets + 3 to Manipulation + Animal Ken
rolls to communicate with her pack. She can still attempt to interact with them per the normal rules for
Animal Ken (see the World of Darkness Rulebook, p. 78, and Werewolf: The Forsaken, p. 173). The rites
effects last until dawn or the ritualist dies.
Exceptional Success: Considerable successes are gained. If the final roll brings the total to five
greater than is needed, the dogs gain a dot of Strength as well.
WaTERS OF SONGKRaN ()
Also called Khan Kwaang (or water-throwing), this is a ritual of purity taught only to members.
To the Songkran Forsaken, throwing clean water upon an individual is an act of purification. During the
springtime water of Songkran, the Thai people dash about the streets tossing water upon each other for
the same reason.
This ritual gives this act a level of potency. Not only does this ritual help to purify a tainted
werewolf, but it also burns the skin of any creature who is in some way corrupted. When the water hits
the flesh, it sizzles and steams wildly, causing the target intense pain.
Performing the Rite: The water the ritemaster hopes to purify can be in any vessel, but the
Songkran werewolves prefer it be in a bowl (often gold, but wood or another metal is fine). The
ritemaster prays over the bowl and lights incense, blowing the smoke over the surface of the water. She
also must place an orchid in the water, letting it float for the final minutes of the ritual.
Cost: 2 Essence
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute of preparation)
Roll Results
Dramatic Failure: The rite fails, and the water turns black. The ritemaster may not attempt to cast
this rite again for 12 hours.
Failure: No successes are gained.
Success: Successes are gained. If the total reaches 10 or more successes, the water is thus blessed
with purity. This has a number of effects.
First, the water is literally purified. If it featured any chemical or natural contaminants, they are
now gone and the water is clean and potable.
Second, when all the blessed water is thrown upon the bare flesh of a target, doing so causes one
point of aggravated damage. This task can be performed with a Dexterity + Athletics roll, with the
targets Defense subtracted when applicable. If any of the water hits the targets skin, the damage is done.
This only works on a certain subset of targets, however. The water will only burn Hosts, Ridden and those
Forsaken who have a Harmony of 3 or less.
Third, if the water successfully hits any Forsaken, that Forsaken may not enter Death Rage this
scene, regardless of the circumstances. All werewolves hit by the water also revert automatically to Hishu
form.
The water only maintains its blessing for a number of hours equal to the ritemasters Primal
Urge. Moreover, the ritemaster can only cast this upon a single vessel of water at any given time. While
some of the ritual deny them that possibility.
Exceptional Success: Successes are gained. If the total reaches 15 or more successes, the water
now does two aggravated damage to the appropriate targets (Hosts, Ridden, Forsaken with Harmony 3
or less).
Dramatic Failure: All successes are lost. It is unlikely that the recipients are willing to endure
another attempt in the face of the ritemasters incompetence.
Failure: No successes are added.
Success: Successes are added. If the ritemaster reaches a number of successes equal to or greater
than 10 per follower, the rite is a success. Each recipient receives a +1 bonus to Wits and Resolve rolls for
the duration of the rites effect.
The rites effects last until the next sunrise, or until one of the recipients disobeys one of the
ritemasters orders. The ritemaster doesnt have to be aware that she was disobeyed, nor does the trespass
have to be intentional. Disobedience only strips the rites effects from the errant recipient; other subjects
retain the blessing until the next sunrise or a trespass of their own.
Exceptional Success: No additional benefit beyond the extra successes gained.
Suggested Modifiers
Modifier Situation
1
Per recipient who has a higher Renown total than the ritemaster
Until the next sunrise, an area of the city up to one city block per point of Harmony will become
hostile to the named targets. The targets of the rite suffer a 2 penalty to all rolls that would ordinarily be
subject to a distraction penalty while within the area of effect, as the city interferes subtly with their
actions. The nominated city blocks must be adjoining.
Exceptional Success: Successes are gained toward the required total. If the number of successes
reaches 20 or more, the rite has additional power. The penalty to Physical rolls is raised to 3.
Exceptional Success: Not only is significant progress toward the rituals completion made, but
the total number of successes assigned is doubled when compared to the Composure of any enemies (see
below).
Each success rolled must be assigned to one Uratha beneficiary (including the ritualist himself).
For every two successes assigned to a character, the beneficiary receives a +1 bonus to any Brawl or
Weaponry attack made to attack an enemy (round down). In addition, compare the total successes
assigned to the beneficiary against the Composure of any enemy who attacks him. If the number of
assigned successes is greater, the target takes a penalty on any attacks against the beneficiary equal to the
difference.
Example: Jack Snake Tooth performs the Rite of the Battle Brand for his pack before they go into battle
against the Pure. Jack assigns five out of his total 15 successes to Stone Eyes, the packs Rahu. Until his brand heals,
Stone Eyes receives a +2 bonus on all of his attacks. When Stone Eyes faces off against the Pure packs Predator
King war chief with a Composure of 3, the Predator King suffers a 2 penalty to hit Stone Eyes.
The effects of this rite last until the wound from the branding heals. When none of the boxes
filled with lethal damage by the brand have a wound marked in them, the brand is considered healed.
Suggested Modifiers
Modifier Situation
1
+1
+1
+1
+1
+1
+2
The fire used is no hotter than a candle (see the World of Darkness Rulebook, p. 180).
All participants are Blood Talons.
The rite is performed by a Rahu.
The rite is performed under the full moon.
The fire used is inferno-size (see the World of Darkness Rulebook,p. 180).
The fire used is as hot as a Bunsen burner (see the World of Darkness Rulebook, p. 180).
The fire used is as hot as a chemical fire (see the World of Darkness Rulebook, p. 180).
BINDING OF LOCKS ()
The Binding of Locks was developed specifically for urban hunts, though the rite has its uses in
certain rural areas. When successfully enacted, the rite locks all doors and windows within its area of
influence, making it all the harder for prey to find a safe place to hide. No door will open to the quarry;
no car will carry him from the scene.
Performing the Rite: The ritemaster draws some of her own blood and mixes it with oil. She then
dips a fingertip or claw into the mixture and slowly draws a number of circles on a door or window,
singing a song of wakefulness to the spirits of doors and portals. As she concludes the rite, she draws a
horizontal line through each circle, locking the rite.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents one minutes effort)
Cost: 1 Essence
Roll Results
Dramatic Failure: All successes gathered are lost. A few locks may even open themselves out of
spite.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, all locks within the
equivalent of a city blocks area, centered on the ritemaster, immediately lock themselves. They can be
unlocked again at any time as usual; the rite does not keep them fastened. Only locks and fasteners (such
as a window fastener) are affected; the rite cannot affect security devices such as door chains or security
alarms.
Exceptional Success: No additional effect other than the quicker accumulation of successes.
Suggested Modifiers
Modifier Situation
+1
2
Dead of night
Daytime
Bloody-HaNDED HUNTER ()
This rite was developed to honor the family lines and ancestry of some Blood Talons that reach
back to the era of Celtic warriors as bloody-handed heroes. This is not a ritual that romanticizes the
Celtic culture as particularly noble; rather it harkens back to an era of violent men who spent a great deal
of time killing one another. That savage passion echoes in the modern ritual, and transfers to the
werewolfs claws.
Performing the Rite: Bloody-Handed Hunter cannot be performed on other characters only
the ritemaster himself can receive the benefits. The ritualist meditates on the savagery shown by his
ancestors for no less than an hour before beginning the rite.
The ritualist then prepares a bowl of purified water (mineral water is not acceptable; the water
must be boiled by the ritemaster), and the werewolf cuts deeply into his palms with a knife or other sharp
implement. Immersing his bleeding hands in the bowl for a number of minutes, the werewolf swears to
Luna that he will bring death to any enemies he meets before sunrise.
Cost: 2 Essence
Dice Pool: Harmony
Action: Extended (15 successes required; each roll represents a minute of immersion in the
bloody water)
Roll Results
Dramatic Failure: All gathered successes are lost; the werewolf suffers one point of lethal
damage.
Failure: No successes are gained.
Success: Successes are gained. If the total number of successes equals 15 or more, the werewolfs
hands are stained blood-red to the wrists for the rest of the night and his claws create hideously painful
wounds when they strike his enemies. All of the Urathas claw attacks inflict aggravated damage +1 until
sunrise, when the stain fades. The rites effects can be ended at any time the werewolf desires.
Exceptional Success: Successes are gained. If the total number of successes equals 20 or more, the
Urathas hands continue to bleed until sunrise, causing one Health level of lethal damage every minute,
and dealing aggravated damage +3 until sunrise, when the rite ends. The rites effects cannot be ended
before dawn.
Bone-Fires of SUMMER ()
Summer is the traditional season of war. The People mark the season by building great fires, in
which they burn war trophies and offerings to their totems. This ritual proclaims their strength and
ferocity to the heavens, and empowers their resolution to continue fighting. The Pure are said to add
living sacrifices to their fires to prove their devotion, a step that most Forsaken are not willing to take.
Some areas build their bone-fires on the summer solstice, while others wait for the temperature to
be at its hottest. More aggressive werewolves (particularly the Pure) often favor enacting the rite in the
middle of a heat wave, when violence is already rising high. In the United States, some werewolves
choose to set their bone-fires on the Fourth of July. Urban packs often have to perform this rite outside
their territory, though some actually burn down entire buildings as an offering.
Performing the Rite: This rite is typically performed at night, though there is no drawback to
lighting a fire under the sun. The rite begins with the ritemaster appearing, torch in hand, to exhort the
gathered werewolves to show their might and resolve to the spirits. As the pyre is lit, the participants
throw in war trophies or personal offerings to their pack or tribal totems. Each offering is made with a
howl, boast or battle cry. The offerings vary greatly: hand-carved statuettes, paper money, scalps, delicate
origami, leather jackets splashed with the owners colors are all possibilities. Bones, of course, are the
most famous offering, particularly femurs or skulls carved with an account of the former owner and how
he died. The ceremony closes with a great howl led by the ritemaster, after which pack alphas usually cry
out to their packs to follow them on a hunt.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes effort)
Roll Results
Dramatic Failure: All successes gathered are lost. The rites failure actually acts as a light curse
on the participants, giving them a 1 penalty to Dexterity rolls for the remainder of the night.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, the rite is a success. All
participants in the rite gain six discretionary dice, which may be used toward any action related to
combat during the next lunar month. In addition, the spirit of war floods the participants. All affected
werewolves suffer a 1 penalty to Composure checks and gain a +1 bonus to Stamina checks for the
duration.
Exceptional Success: Successes are accumulated. If 25 successes are accumulated, the number of
discretionary dice awarded to each participant is increased to nine.
Suggested Modifiers
Modifier Situation
+1
Per werewolf who takes at least two levels of damage by exposing herself to the flames
builders. Invoking a resonance of fear in an attempt to discourage humans and others from entering the
packs territory might involve carefully orchestrated (but random-seeming) acts of violence or ritually
causing Lunacy in humans. The pack engages in appropriate activity for four hours each night or day,
culminating with an hour of elaborate ritual led by the ritemaster.
Dice Pool: Harmony
Action: Extended (50 successes; each roll represents one days worth of effort.)
Roll Results
Dramatic Failure: All successes are lost. The botched rite might attract the attention of a powerful
antagonistic spirit that attempts to claim the area for its own.
Failure: No successes are gained at this time.
Success: Success are gained, and if the total is accumulated, the local flow of Essence is adjusted,
bringing out the desired resonance. For the next year, all pack members and spirits that are either allied
with the pack or with the resonance in question (such as fear-spirits in an area dedicated to a resonance of
fear) gain a +1 bonus to all rolls that involve appropriate activities. For example, if the pack works hard to
create an area with a resonance of healing, +1 is added to rolls involving Medicine for members and
allied spirits. If the pack creates an area with the resonance of fear, one extra die is added to any rolls to
intimidate or terrify adversaries.
The effects of the rite apply over an area equal to triple the radius of a locus influence. (See
Loci, p. 261.) If the rite is enacted with a two-dot locus at its center (five yards of influence), the pack
members receive the benefits whenever theyre within 15 yards of the locus. Obviously, large and
powerful loci extend the rites influence to a great distance, further increasing the demand for such potent
places of power.
The Rite of Chosen Grounds effects last for an entire year unless the pack neglects its territory
such that the influence of the chosen resonance would fade. The rituals effects can also be undone by
appropriate changes to the territory.
Exceptional Success: Several successes are gathered in a short time. If 55+ are accumulated, the
chosen bonus is +2 for 24 hours after the rites completion. After that time, it becomes a one-die bonus.
CLaWS OF aSHES ()
This rite was developed in order to offer the aging Scars an additional edge in the battles they
fought. As few scarred elders leap into battle with the tenacity and fury of the young, the werewolves
grouped together and created a ritual that would allow a respected werewolf to heighten his killing skills
in other ways, through preparation and meditation before a battle. The result of this was the rite that
came to be known as Claws of Ashes.
Performing the Rite: This is a deeply personal rite that cannot be performed on others. The
ritemaster meditates for an indeterminate amount of time, but for no less than an hour before beginning
the actual rite. This is a period of reflection and clearing of the mind, when the werewolf must dwell
upon the chances of his own death in the coming battle.
The ritualist then starts a small fire (several candles are considered acceptable if a modest
campfire isnt available), and thrusts his hands over the tip of the flames for nine heartbeats, while
snarling his anger at no longer possessing the true fire of youth. Then the werewolf rubs cold ashes over
his hands, washing them in the ash of a long-dead fire. He does this for a further nine heartbeats, while
solemnly admitting that his own death will come soon. After these two benedictions are complete, the
Uratha holds his burned and filthy hands up to Lunas face, begging the Mother for luck in battle and
invoking the ancient might of Scarred Bear in the coming conflict.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails and the Scar may not call upon Scarred Bear in this manner for
another month.
Failure: The rite simply fails.
Success: The werewolf feels a painful, barely-suppressed ache in his hands, reaching from a dull
throb in the bones of his forearms to an agonizing and shrill pain in his fingertips. All of the Urathas
claw attacks inflict aggravated damage +2 until sunrise.
Exceptional Success: As with a success, though the blessing of Scarred Bear also adds +1
Strength to the previous effects, which also lasts until dawn.
CORROSION, RITE OF ()
Sometimes you make, sometimes you just have to break, is an old saying amongst the Lodge of
Metal. Other Iron Masters often look to members of the Lodge of Metal to help them destroy things, from
unwelcome buildings to fetishes used by the hosts or the Pure. This rite doesnt destroy the object, but
does highlight and enhance its weaknesses, allowing werewolves to do what they often do best.
Performing the Rite: This rite needs a varying number of participants, depending on how big the
object targeted for destruction is. A small, handheld object needs just the ritemaster, while a building will
require an entire pack to participate. The werewolves call, howl and chant as they circle the object,
attempting to scare or, at least, unsettle the spirits within. Over the course of the rite, the connection
between the spirits and the object is slowly worn away, leaving the object more vulnerable to
manipulation, without the reinforcing effect of the spirits presence.
Dice Pool: Harmony
Action: Extended (3 successes per point of Size of the target object; each roll represents one
minute)
Roll Results
Dramatic Failure: All successes are lost. The rite fails, and will not work again no matter what the
object until the next day.
Failure: No successes are gained.
Success: Successes are gained toward the total. If the total number of successes equals the objects
Size x3, the rite takes effect. For the remainder of the scene, any rolls made to break or destroy the object
in question are subject to the 9 again rule (see the World of Darkness Rulebook, p. 134).
Exceptional Success: No additional effect save hastening the rite.
The most somber of the seasonal rites, the Darkest Night of Winter is a ritual dedicated to
endurance and perseverance rather than zeal, strength or wisdom. This rite is a scanty meal shared
between predators, a reminder of lean times and an exhortation to endure and thrive despite the lean
times to come.
As the title suggests, this rite is typically performed on the winter solstice. Other popular dates
include New Years Eve, or the new moon closest to the end of December.
Performing the Rite: The rite is always performed when the sky is at its blackest; attempting a
spiritual reinforcement of endurance requires adverse conditions. The presence of moonlight at the rite is
considered an affirmation of weakness, as if the People were unable to endure poor conditions without
the presence of their mother.
The participants meet under the open sky, and traditionally wear very little in order to defy the
elements. Mountaintops and rooftops are particularly valued gathering places. The ritemaster opens with
a ritual greeting and invocation to the spirits, and sets some form of food in the center. The food is
traditionally meager for all the werewolves concerned: a single deer carcass for a gathering of multiple
packs, or a solitary skinny rabbit for a pack. The rite then moves to an invocation of those who died
during the past year. Each participant repeats the names of those Forsaken lost to the packs gathered, and
offers some memory, however, short, of the deceased. The ritemaster then divides the food among the
werewolves present, stating that even on this meager fare and under this hostile sky, the People will
endure.
Unlike the other seasonal rites, the Darkest Night of Winter does not typically end with the
assembled werewolves rushing off to hunt. It has become something of a tradition, particularly in
Europe, for the participants to then retire to a bar, pub or restaurant for a peaceful bout of drinking,
something of a respectful wake for the fallen. Even the most bitter of rivals are expected to get along with
one another on this night. It doesnt always work out that way, but the ideal is still valued.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes effort)
Roll Results
Dramatic Failure: All successes gathered are lost. The rites failure hangs over the participants,
giving them a 1 penalty to Resolve rolls for the remainder of the night. The rite cannot be attempted
again that night.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, the rite is a success. All
participants in the rite gain six discretionary dice, which may be applied to any action related to enduring
physical or mental hardship during the next lunar month.
Exceptional Success: Successes are accumulated. If 25 successes are accumulated, the number of
discretionary dice awarded to each participant is increased to nine.
Suggested Modifiers
Modifier Situation
+1
1
2
The Rite of Dead Light allows Asah Gadar to keep Lunes in a semi-sentient, near-death state of
constant agony. The spirit is cut off from returning to Luna, and is utterly subservient to the ritemaster
that bound it, in the hope that it will be granted release in death. In truth, the Lune is dying dying
eternally but the Rite of Dead Light feeds the spirit just enough Essence to maintain its agonized
existence forever. These tortured, bestial Lunes are known as the Iduth-Su, the Flayed Ones. This is no
easy feat. The ritual to hollow out the Lunes and rebirth them as Flayed Ones must take place on a lunar
eclipse, and within the boundaries of a Wound. If the Bale Hound can arrange this difficult circumstance
precisely during the short time the moon is eclipsed by the Earths shadow, then the most difficult part is
out of the way and the Rite of Dead Light can be performed. A Bale Hound who is fully ready for this
ritual will consider using the Rite of Binding on the Lune to make sure it is unable to flee the tainted
Shadow landscape when the treachery is revealed.
Performing the Rite: Before the Lune is even present, the Bale Hound must establish a heresy
circle of runes defying the love offered by Mother Moon. These are the ritual signifiers that show the
Bale Hound is truly prepared to violate the will of Luna and corrupt one of her blessed servants. Once it
is within the Wound, the Lune must be reduced to zero Corpus within sight of the heresy circle (which
some Bale Hounds use as a Binding circle if they know how). Bale Hounds traditionally seek to flay the
Lunes by inflicting row upon row of claw-carvings that literally peel the Corpus from the spirits body.
Once the Lune resembles nothing more than a hollow shell of its former self, the Bale Hound
offers the creature chiminage of a kind only appropriate only for the Maeljin Incarna , such as Essence
drawn from a Wounded locus or the Essence-rich blood of another werewolf. The Lune, starved and
near-destroyed, will be forced to take the offering in order to sustain itself. At this point, the poor spirit is
ingesting Essence with tainted resonance, and as the character makes the Harmony roll, the Bale Hound
begins the chant that will bind the betrayed Lune to his will and tear away what little sentience remains
to the creature.
Dice Pool: Harmony versus the Lunes Resistance
Action: Instant and Resisted.
Roll Results
Dramatic Failure: The Lune breaks free at the last moment and flees the Wound, unless the
character has established a Rite of Binding beforehand, in which case the spirit simply dies with obvious
relief.
Failure: The Lune is destroyed in the exchange of energies, and fades into nothingness.
Success: The Rite is successful, and the chant binds the Lune to the will of the Bale Hound. The
Iduth-Su instinctively recognizes any of the Asah Gadar, and serves them with blind devotion. The Flayed
One is restored to the Traits that it possessed as a true Lune, though its only source of Essence is through
a Bale Hound (or, rarely, one of the Maeltinet).
Exceptional Success: The Iduth-Su is fanatically loyal to the Bale Hound who bound it, above all
others. His voice is the first obeyed, no matter the Rank of any other Asah Gadar that the Flayed One
encounters.
Performing the Rite: The ritualist crafts a clay brick, baking it in a kiln or with the aid of a fire
elemental. Once the brick is finished, the ritualist sets it on the ground at noon and begins slowly trickling
100 gallons of water over the brick. He may use an assistant to ensure a constant flow of water. The water
must flow for precisely one day, and the flow cannot be interrupted for any reason (or the ritual fails and
a new brick must be made). When this is complete, the ritualist and any assistants begin slowly trickling
Essence into the precise spot on the brick weakened by the water flow. If the ritual succeeds, the brick
cracks and melts into mud, and the Barren is broken. If the ritual fails, it cannot be attempted for at least
28 days.
Cost: 1 Essence per roll
Dice Pool: Harmony
Action: Extended (40 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: All successes are lost; the rite fails, and cannot be attempted on the particular
Barren again until 28 days have passed.
Failure: No successes are gained; the ritemaster or anyone assisting the rite must spend one
Essence.
Success: Successes are gained; the ritemaster or anyone assisting the rite must spend one Essence.
If the total amount equals or exceeds 40 successes, the ritual is a success. The penalties imposed by the
Barren are eliminated for seven days, at the end of which time the Barren reasserts itself.
Exceptional Success: Successes are gained; the ritemaster or anyone assisting the rite must spend
one Essence. If the total amount equals or exceeds 45 successes, the rites effects last for 14 days rather
than seven.
Dramatic Failure: All successes are lost, as are the points of Essence spent. The ritemaster may
attempt again on the next night.
Failure: No successes are gained.
Success: Successes are gained toward the total. If the total reaches 15+ successes, the fence is
successfully raised. All Essence bestowment within the perimeter is impossible. Essence can still be spent
(presuming its burned), but it cannot be given, traded or taken by another. This rite keeps loci from
being tapped for their Essence, Essence from being given (or taken) from spirits and so on.
The Essence Fence remains standing for the duration the ritemaster declared; he cannot choose to
end it prior to that time, or have any option to ignore its restrictions. Therefore, the ritualist needs to be
careful, since he can easily find himself trapped by the same inability to tap Essence as his foes.
Given how unbalancing this rite is to the natural order, most builders of the Essence Fence
usually only do so for a week at most, and then only if there is a compelling reason.
Exceptional Success: No additional effects beyond the normal results for a successful rite.
Success: Success means that the ritualist loses his senses of sight and sound, which are
immediately replaced by those of the chosen human. The ritualist sees and hears everything the subject
experiences, though the ritualist lacks any control over the humans actions.
Exceptional Success: The rite succeeds with twice the usual duration (Harmony x2 hours).
Suggested Modifiers
Situation Modifier
Subject does not live in the city.
Subject is wolf-blooded.
Subject is well-known to the ritemaster.
Ritemaster was born in the city.
Ritemaster has lived in the city for his entire life.
Ritemaster possesses an image of the subject.
Ritemaster possesses an item belonging to the subject.
Ritemaster possesses a hair or body part of the subject.
-2
+1
+1
+1
+1
+1
+2
+3
FETISH RITE ()
The Fetish Rite is a complex and subtle ritual with untold thousands of variations, but the
intended result is always the same the creation of an object empowered by a spirit bound within. A
properly created fetish can call on strange powers that no mundane object can emulate, but only if the
spirit within is properly appeased.
The Fetish Rite requires a peaceful and at least marginally cooperative spirit to be on hand. That
spirit might have been summoned with Call Gaffling or a similar ritual, it might have been captured by
werewolves in an ambush, or it might simply have been persuaded to participate. If the spirit is a captive,
it must be bound with the Bind Spirit rite.
The particular sort of spirit that must be bound in a given fetish is determined by the fetishs
description. (See Fetishes, p. 204.)
A hostile spirit bound into a fetish is likely to slowly corrupt that object, perverting its function
and powers to match the spirits anger over its imprisonment. In most cases, if the fetish item is broken,
the spirit is freed. Most spirits do their best to remain free after a stint within a fetish, though some
acquiesce to being bound again if properly appeased.
Performing the Rite: The object to become a fetish is placed at the center of a ritual circle. If the
spirit is a hostile, bound spirit, the fetish focus had better be within the spirits binding circle before the
rite begins or the binding is broken when the object enters. A small amount of chiminage appropriate to
the spirit is burned as appeasement. The ritualist expends some Essence to bind the spirit in place as he
describes the fetishs purpose and powers in the First Tongue, and he walks an ever-shrinking circle
around the spirit and the fetish. Over the course of the ritual, the spirits substance decays and is visibly
pulled into the item. When the rite is complete, the spirit is wholly bound.
As a general rule, the spirit bound in a given fetish must be of similar Rank to the fetish level. A
one-dot fetish can be created with a Gaffling, while a three-dot fetish requires a Jaggling. The exception is
five-dot fetishes, which require particularly powerful Jagglings (Incarnae cannot be bound by this rite).
Sample fetishes are found on p. 204. Spirit Ranks are found on page 279.
Cost: 1 Essence per level of the fetish to be created
*The werewolfs honorary Rank as determined by total Renown (see p. 272) is compared to the
Rank of the spirit summoned. If the werewolf outranks the spirit, the Harmony roll for the ritemaster
gains a bonus equal to the difference. If a werewolf with a total of 4 Renown (equivalent to Rank 2) calls a
lesser Gaffling (Rank 1), rolls made for the werewolf receive a one-die bonus. If the werewolfs honorary
Rank is less than the spirits Rank, the roll made for the ritemaster suffers a penalty equal to the
difference.
Action: Extended (one success is needed for each 20 miles [round up] separating the loci; each
roll represents five minutes)
Roll Results
Dramatic Failure: All accumulated successes are lost.
Failure: No successes are added.
Success: Successes are added to the total. Once the total is reached (see above), the road is forged.
Exceptional Success: The pathstones become especially potent. During the same phase of the
moon when they were formed, they add a +2 dice bonus to Open Moon Gate rite.
FORGING aRMS ()
This is the central rite of the Lodge of Arms, a rite which bonds a spirit to a weapon and both to
the lodge member who will carry the weapon for the rest of his life.
Performing the Rite: The rite only takes place after days of preparation. Once all the elements are
in place the weapon built, a spirit captured and bound and the werewolfs own spiritual aspect
exhausted by days of endurance the rite begins. Under the command of the ritemaster, the new initiate
carries out repeated sets of practiced forms with the weapon. They can be anything from a series of
guards, parries and attacks with a blade to different firing positions and target shots with a gun. As the
new weapon-holder works, the lodge members who built the weapon and helped trap the spirits chant
the words of the ritual with increasing volume and speed. The new initiate is expected to match these
changes by increasing the speed and intensity of his exercises. This continues until the initiate is at the
very point of exhaustion. Then, just before the young werewolf collapses, the ritemaster speaks the words
of binding in the spirit tongue, and the spirits of the werewolf and blade momentarily fuse, infusing each
other with new strength. Each of the participants in the rite, bar the initiate, spends a point of Essence to
achieve this.
This experience is often traumatic for both the initiate and the participants, causing them to lose
control and frenzy. For that reason, all the participants in the rite must be experienced lodge members
who can easily restrain the new lodge members without doing any serious permanent harm. Then the rite
ends and the werewolfs new partnership begins.
Action: Extended (30 successes; each roll represents 1 minute)
Cost: 1 Essence
Roll Results
Dramatic Failure: All successes are lost. The rite fails; if the subject also failed her Dexterity +
Performance roll (see below), she cannot be inducted into the Lodge of Arms.
Failure: No successes are gained.
Success: Successes are gained toward the total. If the total successes equal 30 or more, the rite is
completed. The subject is successfully initiated into the lodge, and gains the requisite bond with her
weapon.
Exceptional Success: Successes are gained toward the total. If the total successes equal 35 or
more, the rite is completed with an exceptional performance. All participants, including the subject,
regain any spent points of Willpower from the invigorating experience.
Suggested Modifiers
The rites subject rolls Dexterity + Performance during the course of the rite to represent her own
level of performance. Each success gained on this roll adds one die to the ritemasters Harmony roll. If the
roll is failed, the ritemaster instead loses two dice from her roll to perform the rite; if the subject
dramatically fails this roll, the rite fails utterly and she is forbidden from joining the lodge.
werewolf walks the trail, wolf-spirits bring her gifts of fresh meat, and she always seems able to find a
good source of water.
Suggested Modifiers
Modifier Situation
+1
3
4
5
OBON TEMaE ()
The Lodge of the Hungry Ghosts knows an ancient version of the Bind Spirit ritual, one said to
have been passed down from the lodges original progenitor, Shimizu-san. This rite, based somewhat on
the Japanese tea-drinking tray ceremony, allows a werewolf to force a single yokai to sit with her for a
time. The two share ritually-prepared food or drink, and neither can commit violence against the other
during that time (provided, of course, the ritual was successful).
This ritual also forces the spirit to communicate certain information to the ritemaster. The type of
information and story that the spirit must deliver is based upon the type of food chosen for the ritual
and only one type of victual or drink is allowed per ceremony (see below for the types of meal and what
they demand a spirit do).
The Hungry Ghosts use this ritual to plumb the depths of specific yokai, allowing them to get to
the bottom of whatever has caused a spirit or creatures madness. The ritual is certainly not foolproof; it
doesnt guarantee concrete answers, but it does force a being to calm itself for a time, and may allow a
werewolf just enough opportunity to learn more about the entity, and earn its trust over time.
Performing the Rite: This ritual has two steps. The first step is the preparation of the meal. Each
meal requires an extended Intelligence + Occult roll to prepare. Twenty successes are required for each,
with each roll taking one minutes worth of time. A single meal consists of an individual item: for
instance, one blood-filled, sticky rice cake (ketsueki daifuku) counts as one meal and requires 20 successes
to create. One point of Essence is also required for each meal.
These meals can be made ahead of time, and last for a full week before rotting or decaying. They
can also be carried through to the Shadow from the physical world; crossing the Gauntlet with one or
many meals for the ceremony, however, incurs a 1 (non-cumulative) penalty to the roll for stepping
sideways.
The ritemaster can prepare five different common types of meal for the yokai (though more are
said to exist). The meals and their effects upon spirits are as follows:
Ketsueki Daifuku: This is a round or square mocha (glutinous rice cake) filled with blood (the
ritemasters own). For every cake given to a spirit, the spirit must answer one question about what it eats
(what it likes to eat, hates to eat, bad things it has consumed, other spirits it has swallowed, etc.).
Sukin Dango: This dumpling (made of mochiko or rice flour) is steamed or fried and stuffed with
some of the ritemasters own skin and meat. Many ritemasters use their teeth or a knife to get the golf
ball-sized hunk of flesh necessary to fill the dough. For every dumpling given to a yokai, the being must
answer one question about who it has spoken with over the last 24 hours. (The werewolf may ask who
the creature has spoken with, what topics were discussed and the time and places of such conversations.)
Koicha Chishio: This thick tea is a syrupy beverage flavored with three drops of the ritemasters
blood and some of her saliva. The tea can be served in bowls or glasses. For every serving of tea, the
ritemaster may ask the spirit a question about its powers (what it is capable of, how often, if it has used
its abilities recently, what Gifts it can teach, etc.).
Sakana no Ikizukuri: This is a five-to-ten-inch fish stuck with two skewers (often made of bamboo).
The ritemaster must pluck one of his own teeth from his mouth and stuff it into the belly of the fish. The
fish is not cooked (and is often served alive). The yokai must answer one question (per fish served) about
spirit politics. (The werewolf may ask about power blocs, choirs, rivalries and rank.)
Pa-Ji Basashi: The ritemaster marinates raw horsemeat briefly in a bowl of her own bile (she must
make herself throw up if necessary). With each of these delicacies, the ritemaster may ask one question
pertaining to a location in the Shadow (the location of a loci, of the suspected location of another spirit,
the direction toward a specific locale or even where other Forsaken went).
The second part of the ritual is invoking it against an individual yokai. This ability works on
spirits, Ridden, Hosts and ghosts. (It does not work on vampires, mages or other oni.) When invoking the
ritual, the ritemaster merely needs to bring out the food and set one of the meals down before the
creature.
Cost: 1 Essence per meal prepared
Dice Pool: Harmony versus creatures Resistance (rolled at the time food is placed before the
yokai, as noted above).
Action: Instant (once food has been prepared)
Roll Results
Dramatic Failure: The food instantly rots and molders. As a result, the creature or spirit gains an
additional point of Resistance for the duration of the scene.
Failure: An equal number of (or the most) successes are rolled for the spirit. The food does not
tempt the spirit, and the ritual fails.
Success: The yokai is bound to a 10-yard radius around the meal laid out by the ritemaster. The
ritemaster must stay within 10 yards of the meal, as well, or the ritual ends.
The ritemaster may, as noted above, ask one question per meal served. Only one type of meal
may be served during this ceremony. In other words, the ritemaster may not lay down a rice cake and
then follow it up with a bowl of tea. Bringing new food means she must perform the ritual anew (making
the Harmony roll against the yokais Resistance).
(Note that any of the questions asked will be answered honestly by the spirit but honesty does
not imply accuracy. The spirit may have incorrect information, and will pass that misinformation along
as gospel truth.)
The spirit is bound to the area for one hour per meal. The ritemaster may only put down one
meal (and ask one question) per hour.
The spirit does not necessarily need to eat the meal (though many do). The ritemaster, similarly,
does not need to consume any of the prepared food or drink. The food must only be present. At the end
of the hour, whatever is left of a single meal collapses into mold and dust.
If at any time the ritemaster decides to leave the 10-yard radius around the meal, the ritual ends.
Also, the ritemaster may not bring violence against the entity targeted by the rite. Doing so costs a
Willpower point (while the ritual remains active), and also ends the ritual prematurely.
Exceptional Success: The most successes (five or more) are rolled for the ritemaster. The
werewolf may ask one additional question per meal (two total per meal).
Suggested Modifiers
Modifier Situation
+1 or more
1 or more
One of the most notorious of all Pure techniques, this rite slices away the subjects auspice. In
many ways, this rite defines what it is to be Pure while the Rite of the Found can prevent the unaskedfor blessing of Luna from falling on a nuzusul, all those who are found after their First Change or
recruited from the ranks of the Forsaken have undergone the Offering of Blood and Silver.
The rites spiritual implications are twofold. It is both a purification of the subject and (perhaps
more importantly) an agonizing sacrifice to the spirits allied with the Pure. By rejecting Luna, the Anshega
prove that they are no friends to the werewolves who would hunt spirits as their prey. The rite is a
terrible offering, but enough to impress their patrons.
Ritually removing the silver brands of auspice is an excruciating task. Each silver mark of
Renown must be removed entirely. The process badly injures the rites subject in some cases the
ritemaster must end the rite early in order to keep the subject alive, beginning again once the convert has
healed enough to endure further punishment. The rite can be performed on oneself to some degree,
though the ritemaster may have to find unusual means to accurately peel away the brands from areas he
couldnt normally reach (most notably along the back). The iron will, stamina and precision needed to
perform this rite on ones own flesh are nothing short of horrifying.
The rite cannot be performed on an unwilling subject. Only through willing sacrifice can a
werewolf be severed from his link with the moon. The damage inflicted by this rite cannot be healed by
supernatural means such as the Rite of Healing the offering of flesh, blood and spirit is not easily
undone.
Performing the Rite: The Offering of Blood and Silver actually has many variants, as the silver
brands of Renown can be removed in a variety of ways. The ritemaster invariably opens by calling on the
spirits to witness the subjects willingness to renounce the Bitch Mother and her lies, and then leading the
subject in a similar declaration. The actual rite consists of physically cutting or burning away the brands
in all their patterns while the ritemaster repeats bloody benedictions in the First Tongue. The rite causes
the brands to glow as if the subject were in the Hisil, so the ritemaster can accurately trace their patterns
with a knife, branding iron or similar implement. One variant of the rite even uses powerful acid,
carefully administered in a vicious baptism. The subject is usually tied down with ropes or chains
sufficient to endure even the strength of the Gauru form, because the pain of this rite is an open invitation
to the Death Rage.
Dice Pool: Harmony
Action: Extended (five successes per point of Renown to be removed; each roll represents five
minutes)
Roll Results
Dramatic Failure: No successes are achieved. The subject takes one point of aggravated damage.
Failure: No successes are achieved. The subject takes one point of lethal damage.
Success: Successes are achieved. The subject takes one point of aggravated damage. Once the
ritemaster has achieved five or more successes, the subject loses one dot of Renown in the category of the
ritemasters choice. The ritemaster may end the rite at any time; if she does so, any leftover successes
are lost.
Example: The Ivory Claw Judiths Dagger is performing the Offering of Blood and Silver on the Iron
Master Irraka Gunpowder Jack. Jack has Cunning 3, Glory 1, Purity 2 and Wisdom 2. Judiths Dagger gets three
successes on her first roll, and Jack takes one point of aggravated damage. Five minutes later, Judiths Dagger gets
three successes on her second roll. She chooses to take one dot of Cunning out of Jacks hide. The process continues
until Judith has accumulated 22 successes. Shes removed four points of Jacks Renown, but hes a bleeding mess
and is going to die if he takes any more damage. She decides to end the rite here. When she begins to use the rite
again on Jack three weeks later, she starts anew from zero successes. However, this time Jack only has four points left
to remove, so if she can get 20 or more successes without killing him, he will be free of his auspice that night.
Once all of the silver brands of Lunar Renown have been cut away, the rite is successful and the
subjects auspice has been successfully removed. The subject loses all the passive benefits of the auspice.
This includes the innate auspice ability, the bonus Specialty granted by that auspice and the ability to
regain Essence by looking at the appropriate moon phase. Auspice Gifts are not forgotten, as mentioned
above, but the subject suffers a 2 penalty to use any auspice Gifts he retains. Any auspice Gifts that call
directly on the power of Lunes or of the moon (such as the five-dot Full Moon Gift: Lunas Fury) will no
longer work for the newly Pure werewolf.
If the subject was previously a member of one of the Tribes of the Moon and had not already
ritually renounced his tribe, he loses all appropriate tribal benefits, and must be initiated into one of the
Pure tribes to receive similar benefits again. The same holds true of lodge, unless the subject was a
member of a lodge that accepted both Forsaken and Pure for membership highly unlikely, but not
impossible.
Exceptional Success: No additional effect save for removing Renown with less damage to the
subject.
an uragarum with Wolf- Blooded receives a +1 modifier to affect the physical world around her, not
+2) as well.
Exceptional Success: Besides having more potential anchors to assign to the ghost, spirits receive a 2
modifier to pierce the Gauntlet around the wolf-blood. If using the revised Wolf-Blooded Merit, the
drawbacks associated with spirits are reduced by two.
Parlay, Rite of ()
Half Moons have many roles to play in Uratha society, but perhaps one of their most important is
envoy to the spirits. While Ithaeur are the masters of spirit conflict, the Elodoth practice diplomacy and
wit to ensure that both sides get what they want without blood or ephemera being spilled. This rite
anoints a space as a place where Uratha and spirit can meet without either side becoming the victim.
Spirits cannot attempt to reach into the physical world while in the space, and Uratha cannot banish them
if this rite is used with spirits already in the physical world.
Performing the Rite: A werewolf using this rite can prepare an area ahead of time, and many do.
The ritemaster pours sand in a circle around the area, no more than 50 yards across. At each of the
cardinal points, he places a specific type of stone sandstone to the North, quartz to the East, granite to
the south, and limestone or chalk to the West. To the inside of each stone he places a skull painted with
glyphs of warding, with the eyes facing in to watch over the site. Atop each stone, he sets an unlit candle.
Once the space is complete, he anoints each stone with a drop of his own blood, and howls to each of the
cardinal directions to bring calm and clear thought while his packmates drum and howl their support.
Cost: None
Dice Pool: Harmony
Action: Extended (20 successes required; each success represents 15 minutes)
Roll Results
Dramatic Failure: The spirits watching over the area promote the idea of violent resolution. Each
Uratha in the circle must roll to resist Death Rage immediately. Most spirits wont show any self-restraint.
Failure: The circle is no more effective than any other line drawn at random.
Success: The area is prepared correctly. The effects of this rite start when the candles are lit, and
last until the end of the scene, or until one of the candles is put out. The area can be prepared up to 24
hours beforehand.
The spirits ensure that tempers remain calm within the circle. All rolls to resolve a conflict
peacefully between the pack and the spirits gain the 8-again quality. If the situation is resolved without
resorting to force, every participant gains a point of Essence. Any attempt to use force by either side,
whether through physical violence or rites such as Banish Spirit (Werewolf: The Forsaken, p. 152) suffer
a 4-dice penalty.
Exceptional Success: Anyone trying to resolve the conflict by force must spend a point of
Willpower in addition to incurring the penalty.
PERMaNENCE, RITE OF ()
Nothings worse than being unprepared. Farsil Luhal the world over face similar problems, from
needing to pick a lock without tools to being trapped in a junkyard with a powerful Claimed hunting for
them. Whatever the situation, Red Wolfs chosen improvise. She may use scraps of wire to pick a lock or a
car hood to deflect powerful blows. When shes desperate, its the work of mere moments to grab
something and put it to use. Whatever she chooses wont be ideal, but several werewolves become
attached to their ramshackle solutions, especially those without the working capital to afford top-grade
equipment. This rite bridges the gap between the haves and the have-nots. Through a combination of
bribery and intimidation, the werewolf slowly changes the objects spirit, making his temporary tool
more permanent. A shard of glass partially wrapped in duct tape becomes less brittle and more knifelike, and a zip gun is easier to reload and less prone to jamming.
Other werewolves who know of this rite use it as another reason to brand the Farsil Luhal as
irreverent materialists who focus on tools at the expense of their own capabilities. That said, some
situations need tools that arent readily available without dealing with the wrong sort of people and
when theyre in your territory, thats bad news. Better to improvise. Iron Masters who use this rite a lot
develop their own style. While the function of their items changes over time, the original form does not.
Some Iron Masters look like urban primitives, wielding trash and junk as surprisingly effective weapons.
Performing the Rite: The ritemaster must first create his jury-rigged tool and use it once without
destroying it. If the tool survives that first use, she places it in a circle of broken consumer goods from
smashed satnav devices to parts of a burned-up car. By the light of the moon, she howls threats to the
spirit while scrawling images that evoke her tools new focus in chalk around the circle. When shes made
one complete circuit, she doubles back on herself, chanting an entreaty to the spirit of the object and
drawing representations of what will happen to her tool if the spirit resists her.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents 15 minutes)
Roll Results
Dramatic Failure: The objects spirit is angered by the werewolfs request. The tool destroys
itself, and the ritemaster cannot use this rite for a full lunar month.
Failure: The rite simply fails.
Success: The rite succeeds, and the object gains a measure of permanence. If the object replaces a
required tool for a roll (such as lockpicks for picking a lock) then the can be made without any penalties
for improvised equipment. If the object is used for a weapon or armor, it adds a number of dice (or
defense) equal to a comparable manufactured item. The change to the object is permanent.
Exceptional Success: The spirit is willing to change its function. A tool or weapon increases its
bonus by +1, armor increases either normal or firearms defense by 1.
POWER IN WORDS ()
Uratha in the Lodge of Words know the power of the root of language, and can focus the richness
and diversity of words themselves to a greater purpose. Therefore, Power in Words remains one of the
Modernists most powerful tools, not because of the rites raw might but because of its seemingly infinite
versatility in a myriad of situations (just as language itself, the Modernists argue).
Performing the Rite: To perform this rite, the ritualist pricks his finger and writes a single verb
on a piece of parchment, paper or something similar, and then swallows that piece of paper in essence,
making the word part of him. During this time, the ritualist also repeats that word over and over in his
mind (and aloud, if he wishes), making it a nonstop mantra. Since speed can often be of the essence when
forming this rite, many Modernists who make frequent use of Power in Words will keep their thumbnail
pointed and sharpened, so they can prick their index finger at will.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails, and the Essence point spent is lost. This rite cannot be used again
for one lunar cycle.
Failure: The rite fails, and the Essence point spent is lost.
Success: By invoking this rite, the Uratha declares a concept using a single verb (such as attack
or research). For the duration of the scene, the werewolf invokes the power behind that word,
channeling energy off it and related verbs by saying them aloud. Each verb or verb phrase so invoked
gives a bonus to one action; this bonus depends on the relationship between the original word and the
new one.
+3
+2
+1
Using words that are completely unrelated (such as the relationship between toss and punch) or
not verbs (aggression) will not bestow any bonus. Each word can only be used once with an activation
of the rite. Verb phrases can be used, provided none of the words have been used previously for the
activation of the rite (for example, sucker-punch could be a closely related synonym to attack, but the
Uratha could not later on use punch or sucker-hit). The verb used to activate Power in Words is
merely a reference point and does not provide any bonus.
For example, Slade Names-the-Darkness is looking for clues at a crime scene and he invokes
Power in Words, declaring investigate. Each Investigation check takes 10 minutes, and Slade will be
spending one hour searching the crime scene (six rolls). Slade utters search as the first synonym; the
Storyteller rules this is a direct synonym and grants a +3 bonus to that check. Ten minutes later, Slade
says, seek; this grants a +3 bonus to that check. For the four remaining checks Slade uses look,
comb, peer and sift, granting +3, +1, +2 and +0 to the remaining rolls.
Generally, only words in the Urathas birth language can be used; this rite relies on the subjects
true understanding of the word, and merely reading out of a Spanish-English dictionary isnt enough to
invoke the energies of words. However, if the user of this rite has at least two dots in the Language Merit,
then the Uratha knows one closely related (+2) synonym and one tangentially related (+1) synonym; at
three dots in a Language, the Uratha knows one tangentially related (+1), one closely related (+2) and one
direct synonym (+3).
Although invoked words dont need to be shouted, they do need to be said at a conversational
level, and the Uratha must be able to speak to utilize this rite. Only one version of this rite may be active
for a werewolf during a scene.
Exceptional Success: The rite lasts the duration of the scene or until the next sunrise or sunset,
whichever is longer.
QUESTIONING RITE ()
A werewolf pack cannot be everywhere in their territory at once. A pressing problem or a large
territory may lengthen the time during which areas go unguarded, and this rite alleviates the problem.
Its not just used to make up for a lack of patrols: the werewolf leading this rite can ask the spirits in his
territory one particular question. Of course, the spirits do not need to answer honestly. If the pack has
neglected their territory or the local resonance is unfavorable to the kind of spirit that would answer the
question, it is less likely that the werewolf will get an answer. Furthermore, an Uratha of low Renown has
a much harder time convincing the spirits that her need is genuine and worthy of their attention. Many
ritualists are wary of questioning spirits that they have recently neglected; a fact that keeps this rite from
being used more often.
Performing the Rite: The ritemaster first buries items as chiminage to the spirits of her territory.
These items could be items representative of the area or her question, or food and other objects that the
local spirits find pleasing. She then sits in front of a bowl or pool of clear water and howls her question to
the sky. With that done, the ritemaster pours a strong-smelling liquid like urine or witch hazel on the
ground to deaden her sense of smell, and howls, drums or chants until the outside world fades from
view. The rite ends as the ritualist pours ink or blood into the water. As the clouds mix into the water, the
surface shimmers and reflects a scene in answer to the question. The scene is not just visual; she observes
the scene with all of her senses as if she were present.
Dice Pool: Harmony
Action: Extended (40 successes, each roll represents ten minutes)
Roll Results
Dramatic Failure: All successes are lost. The visions granted by the pool are false. (A new wolf
pack appears to be the greatest threat to a packs territory, rather than the Uratha trying to take a slice of
the territory as their own.)
Failure: No successes are added.
Success: The vision starts when the required number of successes are rolled. The ritemaster
clearly sees the answer to her question and the implications it has for the surrounding area. She also gets
a feeling for the exact area the pool has shown her. The vision lasts for five minutes, though it may seem
to take longer.
Exceptional Success: If five or more successes than needed are rolled, the ritemasters vision both
answers her question and indicates the threads of events that have lead up to the answer. All rolls related
to the vision have a +1 modifier.
Suggested Modifiers
Modifier Situation
+1
+1
1
1 or more
2
bridge between the object and the ritemaster. As the ritemaster chants a litany in the First Tongue, each
participant takes the bowl of water in turn and emulates the ritemaster: drinking, spitting and making an
offering of Essence as she asks for the spirit of the fallen to show her the tale of his life. When the bowl
has made a full circle, the ritemaster sprinkles the rest in a circle around the focus and strengthens his
invocation until the vision comes.
This rite cannot be used to gain memories from more than 3,000 years ago. Some werewolves
have attempted to find ways to empower the rite and reach back further, but for now the memories of
Pangaea remain lost. The rite also works only if the subject is well and truly dead it cannot be used on
a subject such as a vampire. The rite does work if the deceased has left behind a ghost, as the ghost lacks
any higher consciousness.
Dice Pool: Harmony
Actions: Extended (25 successes; each roll represents one minute)
Cost: 1 Essence per participant
Roll Results
Dramatic Failure: All successes are lost. The rite fails, and cannot be attempted again using this
particular object as a focus.
Failure: No successes are gained.
Success: Successes are added to the total. If 25+ successes are gained, the vision takes hold. The
participants senses effectively black out. The vision usually begins subtly at first, with voices echoing in
the darkness or a faint light seen through gray fog.
The participants view the events of the vision without any control over their perspective, which
may vary. Most experience a detached perspective, as if viewing the events from above or from a short
distance, their perception moving with the rites target. Some have reported seeing events from the direct
point of view of the participants. This seems to happen most frequently when the viewer is a direct blood
relation to the subject.
The vision is always related to some event that changed the life of the participant or ended it.
The Bone Shadows who keep the rite note that the Rite of Recollection always seems to bring images of
tragedy or conflict; even if the most important event in a werewolfs life is the birth of his son, that birth
will not be recalled unless it is tied to events involving death. As the rite calls on spirits of death to
empower it, such a limitation seems inevitable.
The participants are unable to perceive the world around them while experiencing the vision, just
as if they were sleeping or catatonic. If a participant suffers injury during the rite, she is pulled out of the
vision and can react as normal on the next turn. If the ritemaster exits the vision in such a manner, the
entire vision ends for all participants.
This rite can be used successfully only once for any given focus object.
Exceptional Success: Successes are added to the total. If 30+ successes are gained, the vision is
clear and strong, yet the characters remain somewhat aware of their physical surroundings. Participants
may make Perception rolls to determine whats going on in the space around their physical bodies,
although at a penalty of 3.
Suggested Modifiers
Modifier Situation
3
2
2
1
1
1
1
+1
+1
+2
+2
Roll Results
Dramatic Failure: All successes are lost. The ritemaster incurs the wrath of all local spirits and
can expect to be attacked without mercy by any spirit other than his pack totem for the next month
should he dare set foot in the Hisil.
Failure: No successes are accumulated.
Success: Successes are added to the total. When the total reaches 20 successes, the spirit-inferno
begins as described above.
Exceptional Success: Considerable successes are added to the total. If five or more than needed
are gathered, the fire burns especially hot all damage for the fire is increased by one point.
SHADOW PLAY ()
Many suburban packs become quite adept at reading the spiritual imprint of a place as a result of
the often turbulent Shadow reflection of their home.
This costly rite calls upon the reflection of a location to replay a portion of its spiritual lifespan.
With this rite, ritualists can often learn of events or times when a particular place had a different
resonance or of tragedies that occurred there in the past. Though the rite has the power to reach back for
centuries, it levies a terrible cost to do so.
Because of the allegorical nature of the Shadow, it doesnt give definitive answers to questions
like, who burned down the old Phillips house? Such a question would be answered only if the arsonists
somehow struck from the Shadow such as using a fire elemental to commit the crime from the other
side of the Gauntlet and, even then, only the fire elemental might be revealed.
What the rite does show is how the places reflection has changed over time in the Shadow.
Performing the Rite: The performance of this rite must take place in the reflection of a location in
the Shadow. The ritualist first demarks the boundary of the area she wishes to perform the shadow play
for her leaving chiminage to the local spirits at key points. Then she performs a ritual howl and lapses
into a trance. While others in the spirit world begin to see strange bands of distortion, they do not see the
shadow play itself the vision is only granted to the ritualist.
Note: If the area is awakened (i.e., it is a location spirit), this ritual may only be performed with
the spirits acquiescence.
Cost: 1 Essence per success
Dice Pool: Harmony
Action: Extended (1 to 100 successes, depending on Essence spent). Each roll represents five
minutes.
Roll Results
Dramatic Failure: Spirits in the location become openly hostile to the Urathas intentions. Rites in
this area performed by the Uratha suffer a 2 penalty for a lunar month.
Failure: The ritual ends.
Success: Successes are gained. Each success allows the ritualist to replay five years of change in
roughly five minutes at the cost of one Essence. This is not like a CD playback in which the user has full
control to stop, start, search and pause the shadow play once it starts. While she can attempt to search for
particularly significant events (ones that would have generated Essence flavored with a
particular resonance, for example), it is very difficult to control precisely.
Exceptional Success: An exceptional success replays 50 years of past occurrences for merely one
Essence.
Suggested Modifiers
Modifier Situation
+2
+1
+1
+1
+0
1
2
2
4
Chiminage is very valuable to local spirits and/ or connected to the events the ritemaster is
interested in.
The area has some connection to the ritemaster, such as within her territory.
The area has a particularly strong reflection in the spirit world.
The ritualist is a Cahalith. +1 Chiminage is valuable to local spirits
The area is equivalent to a large room.
The area is equivalent to a house.
The ritemaster is attempting to locate a particular event.
The area is equivalent to a building.
The area is equivalent to a city block.
Exceptional Success: Considerable successes are added to the total. If the ritemaster concludes
the rite with an exceptional success, Luna sees the rite in progress but acknowledges that it must be so.
She sends a Lune to watch the gate and make sure no one but the pack members (and any allies they
designate) enter it.
Suggested Modifiers
Modifier Situation
+1
+3
-1
-2
-5
Some secrets should remain secret. But information, the Bone Shadows note, seeks to flow into
places of lesser concentration. This means that people seem to have a way of learning things that they
shouldnt, and sometimes it rankles the werewolves consciences that someone who learned a truth that
they cannot be allowed to possess should die for it. This is especially true if the offending person isnt a
scholar or an investigator, but just a normal human who picked up the wrong book or turned down the
wrong path.
The Rite of Slaying the Truth provides a way to hide the secret again and prevent needless killing.
The rite is highly esoteric, and werewolves without a good grounding in spiritual matters and medicine
often have trouble learning it. Everything has a spirit, as every werewolf knows, and every thought,
feeling and memory in the human mind has a chemical representation. Therefore, each individual
memory must have a spirit and a chemical that represents the memory. If the spirit of a memory can be
targeted and destroyed, the memory can be erased entirely.
The Bone Shadow who developed this rite, a surgeon and a member of the Lodge of the
Hallowed Halls (see p. 65), originally created the rite to remove a comparatively innocuous secret. He
wanted his daughter to forget that she had seen him change shape (because she was uragarum, she hadnt
fallen to Lunacy). His attempt worked too well, and she forgot her father entirely. The werewolf, brokenhearted, set out to refine the rite so that it worked properly from there on out, but his daughters memory
was never restored.
Now, the Bone Shadows teach this rite only to those with great standing pack alphas,
guardians of important loci, high-ranking members of lodges, etc. Using the rite is a serious undertaking,
and only done when the alternative is killing a person whose death would be detrimental to the tribe. If
successful, the rite removes the targeted memory and leaves the victim confused, but intact. Used
incorrectly, though, the rite leaves the target a tabula rasa, a blank slate with no memories at all.
Performing the Rite: The target needs to be present and unconscious for this rite to work.
Normally, the Uratha drug the target or abduct him while he sleeps. The ritualist and any assistants have
to work in complete silence even a cough will disrupt the rite. They surround the sleeping target and
trace glyphs in the air above his body, and then release a small insect onto his skin. The insect becomes
infused with the power of the rite, buries into the targets ear and poisons the spirit of the targeted
memory. The spirit then dies and is absorbed into the targets body. The target awakens a few hours later,
but has no recollection of whatever event or knowledge the werewolf removed. Of course, the
werewolves need to make sure that the target doesnt simply relearn the secret.
Dice Pool: Harmony versus subjects Resolve
Action: Extended and contested (30 successes; each roll represents five minutes)
Roll Results
Dramatic Failure: The insect that the werewolves used is too potent, and kills all of the targets
memories. When the target awakens, he is a complete amnesiac. He recalls nothing about his previous
life. He can eat, speak and function (he retains his Skills, though he might not know he has them until
called upon to use them), but has no recollection of who he is. Doing this to a person causes degeneration
at Harmony 6 (roll three dice).
Failure: No successes are made toward the goal. If the target reaches 30 successes before the
ritualist, the rite fails and the target wakes up. At this point, the werewolves might need to reconsider
whether they can really let him live.
Success: Progress is made toward the goal. If the ritualist reaches 30 successes before the target,
the spirit-insect kills the spirit-memory, the information disappears and the target awakens in the
morning feeling confused but otherwise intact.
Exceptional Success: Significant progress is made toward the goal. If the ritualist reaches the goal
with 35+ successes, the target smoothes out his own memory. The information disappears, but the
target has no lost time, holes in events or incongruous recollections that would tip him off that something
is wrong.
Suggested Modifiers
Modifier Situation
+3
+1
1
3
Dramatic Failure: All successes gathered are lost. The rites failure demoralizes the werewolves
in attendance; all participants suffer a 1 penalty to Composure checks for the remainder of the night. The
rite cannot be performed again that night.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, the rite is a success. All
participants in the rite gain six discretionary dice, which may be used toward any action related to direct
dealings with spirits in the next lunar month.
Exceptional Success: Successes are accumulated. If 25 successes are accumulated, the number of
discretionary dice awarded to each participant is increased to nine.
Performing the Rite: The ritualist creates a symbolic barrier, and then destroys it by hand, tooth
and claw. The symbolic barrier can be crafted of wood, stone, brick or cement. Once the symbolic wall is
complete, the werewolf must spend days carving runes and sigils into it different sigils as Amahan
Iduth changes her face. Every face of Mother Moon must see the wall and approve of its construction: the
werewolf must spend at least 14 days crafting the wall, and it must be built outdoors, where the Lunes
can look upon it. The strength of the symbolic barrier must correspond to the strength of the local
Gauntlet. Once the symbolic wall has been created, the true ritual begins as the werewolf destroys the
wall with tooth and claw. The construction of the symbolic wall can only be begun on the night of the
darkest new moon.
Cost: 1 Essence per 1 of the local Gauntlet penalty
Dice Pool: Harmony
Action: Extended (10 successes per 1 penalty of the local Gauntlet; each roll represents 10
minutes)
Roll Results
Dramatic Failure: All accumulated successes are lost. The ritemaster must begin from the
beginning by building another symbolic barrier before attempting the rite again.
Failure: No successes are added.
Success: Successes are added to the roll. If the total equals or exceeds 10 successes per 1 of the
Gauntlet penalty (for instance, 20 successes in an area where the Gauntlet strength is 2), the rite breaks
down a portion of the barrier between worlds. The penalty imposed by the Gauntlet is lessened by 1.
This rite only works in areas where the Gauntlet is unnaturally thick, where the dice pool penalty
is greater than it would normally be (as determined by the standard modifiers on p. 250 of Werewolf:
The Forsaken). This rite cannot be used to create a positive Gauntlet modifier; this rite cannot raise an
area with a +0 modifier to a +1 modifier. This rite cannot be successfully performed more than once on
the same area; if the local Gauntlet is again thickened after successful use of this rite, the werewolf must
find another means of reducing the penalty.
Exceptional Success: No effect apart from additional successes gained.
COMMUNITY SPIRIT ()
Every Farsil Luhal has a territory that she must honor. For some, their territory is their packs
territory; others have close ties to a community, an institution or even an ideal. Everything an Iron Master
does is for her territory. This rite taps the tribes role as the wardens of humanity, making her territory
give her something in return.
Enacting this rite at the start of a hunt allows a werewolf to exert an innate authority over people
with a connection to her territory. Those who live there, those who are part of her community, those who
belong to the same institution or hold the same ideal in high regard anyone who has a strong
connection to the werewolfs territory does whatever she needs without realizing it. Channeling her Rage
out into her territory can quickly raise a lynch mob or rally crowds to the packs defense. Whomever the
pack is hunting, people refuse him service, cops arrest him and gang members beat him. The ritemaster
has ultimate authority over the fate of her victim, but it will not be pretty.
Even a werewolf who holds the ideal of the Farsil Luhal themselves as her territory gains great
benefit from this rite. If she focuses on the idea of the tribe as watchers over humanity, humans who take
a similar role such as cops act to her benefit. A werewolf who focuses on the tribe as the innovators
of the Uratha find that artists, creators and technologists follow her command.
Performing the Rite: The ritemaster gathers her pack around her. They must have a target for
their hunt, either a single person or a close-knit group a family, a small company or another pack of
werewolves are common examples. The ritemaster needs a photograph, a lock of hair or some other
personal item from every member of the hunted group. She lights a small fire, burning incense and items
of chiminage commonly food or hand-crafted objects before her packmates cast the items into the
flames. They howl the reasons for their hunt and their desire to run their targets to the ground and kill
them. The pack must howl until the fire has burned out. Afterwards, the ritemaster mixes the ash with a
few drops of rainwater and one drop of blood or from every member of her pack. She uses the resulting
mixture to write a secret word of power in the First Tongue on a symbol of her territory.
Cost: 1 Essence
Dice Pool: Harmony
Action: Extended (25 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: Powerful spirit magics turn against the pack. People who would aid the pack
members turn against them; all Social rolls made on behalf of the pack suffer a 3 penalty. This lasts for
one scene.
Failure: The rite fails. The target only has to deal with a pack of werewolves coming to kill him.
Success: The Iron Masters territory comes to aid the pack in their hunt. The ritemaster binds his
territory to him, deciding just how far members of his territory will go. The werewolf doesnt have to
speak; his Rage contacts the primal mind of his territory.
Members of the territory who see the target of the hunt are compelled to act against him a
store or restaurant refuses to serve him, a cab driver ignores his hails, a mugger sees his next mark.
People wont do anything worse than they would on a really bad day, but the target finds a large chunk
of the populace is against him. Nobody will kill the target of the rite that is a job for the pack alone.
The rite lasts for a day and a night, and honor demands that after that time the hunt must cease.
Exceptional Success: People who are part of the territory go out of their way to obstruct the
target of the rite. The target sees that the world is against him, and loses two points of Willpower.
This rite is particularly grueling, and requires multiple rolls. The rite itself requires an extended
Harmony roll, with the locus coming into being once the appropriate number of successes has been
earned. However, for every hour that passes a Stamina + Occult roll must be made every hour for the
ritualist and each werewolf who assists in the performance. Penalties accrue as the performance proceeds:
1 for each two hours that pass after the first. Thus: 1 after the second and third hour, 2 after the fourth
and fifth hour, and so on. Teamwork doesnt apply to this roll. Each werewolf attempts to hold up his
own end of the rite. Each failure on this roll levies an additional 2 penalty to the next Stamina + Occult
roll made for the character. A dramatic failure means the werewolf collapses from exhaustion. If the
character leading the rite collapses from exhaustion, the rite fails automatically.
However, each participant that successfully aids the ritual will generate extra Essence for the
purpose of creating the locus. Each werewolf apart from the ritemaster who continues to participate will
add one Essence per hour for the purposes of feeding the cost of the rite. This Essence cannot be spent in
any other way. In addition, each participant (including the ritemaster) may spend their own Essence to
feed the rite: up to three Essence during the ritual bloodletting, and one additional Essence per hour of
participation.
Action: Extended (20 successes + 5 successes per level of the locus to be created; each roll
represents one hour)
Roll Results
Dramatic Failure: The rite has been disrupted, and the ritemaster must begin again. Any Essence
spent during the bloodletting stage of the ritual or in the hours leading up to the dramatic failure is lost.
Failure: No successes are added to the rite, although the ritemaster and participants may still
spend Essence during this hour.
Success: Successes are gained, and if the total becomes 25 successes, the object becomes a one-dot
locus. The ritemaster may continue the rite if he so chooses; each additional 5 successes and 20 Essence
will raise the locus power by a dot, presuming that the ritemaster doesnt collapse from exhaustion.
The benefits of a locus are described on p. 260.
Exceptional Success: No additional benefit apart from gaining more successes in a short time.
Performing the Rite: The ritemaster anoints the recipient with a special fluid made from the
blood of each member of the recipients pack (if none remain, the recipients own blood is used). The
recipients packmates and any other Pure in the area who wishes to then say words of kind farewell,
thanking the Fire-Touched for his courage and expressing their hope to one day meet him in Taga Dan.
They then retreat, leaving the recipient alone with the ritemaster, who tears the clothes (if any) off the
werewolfs body and paints his skin with glyphs in a mixture of blood and ash. The recipient, meanwhile,
lets his Rage come to the surface but does not allow himself to release it until the rite is complete. When
the last glyph is painted, the recipient explodes in Gauru form, as his body changes to silver. He then
charges off to meet his enemies and his eventual reward.
Dice Pool: Harmony
Action: Extended (30 successes required; each roll represents one hour)
Roll Results
Dramatic Failure: All successes are lost. The rite attracts Lunar attention either Lunes or a
pack of Forsaken notice the rite in progress and attack.
Failure: No successes are added to the total.
Success: Successes are added to the total. When the total reaches 30 successes, the werewolf
changes into living silver as described. The werewolf suffers two aggravated Health points per hour,
meaning that even an incredibly tough werewolf has less than seven hours to live. During that time,
though, the subject cannot change out of Gauru form (unless killed), inflicts one point of aggravated
damage to werewolves per turn through casual contact and adds three dice to all attacks made with
natural weaponry. Needless to say, all such attacks inflicted aggravated damage to Uratha. In addition,
the Fire-Touched receives an armor rating of 4 against any attack from a metal object (bullets, knives,
swords, etc.) and an armor rating of 2 against all other attacks. The werewolf suffers no wound penalties.
Finally, any Uratha attacking the silver werewolf with natural weaponry suffers one level of aggravated
damage.
Exceptional Success: Considerable successes are added to the total. No other effect.
Suggested Modifiers
Modifier Situation
+2
+1
+1
1
2
3
JUDGMENT BRaND ()
For better or worse, an Elodoth must act as judge. As walker between wolf and man, between
flesh and spirit, and between Uratha and human, he is uniquely poised to consider all the facts before
levying a punishment. Not that all Elodoth are perfectly honorable judges, but those who arent dont
tend to know this rite. A Judgment Brand is a ritual scarification that ensures a victims crimes will walk
with him until his death. Some Elodoth save this punishment for those who refuse the chance to redeem
themselves, while others like to make examples of those who piss them off. A judgment brand is
permanent, barring a similarly powerful rite. For that reason, most Uratha dont like seeing this rite used
too lightly.
Performing the Rite: In times past, the ritemaster would literally brand the victim as part of the
ritual, but these days things have changed. The accused is brought before both his own pack and that of
the ritemaster, and each werewolf takes her turn speaking one of the victims crimes in the First Tongue.
Half the victim glows with an eerie white light, while half is hidden in dark shadows. The ritemaster
howls to powerful spirits before anointing the victim in blood and casting him from the circle.
Cost: 1 Essence
Dice Pool: Harmony versus targets Honor
Action: Extended and Contested, resistance is reflexive (30 successes required, each roll
represents 10 minutes)
Roll Results
Dramatic Failure: The Elunim overseeing the rite absolve the victim of his crimes, or decide on
leniency. The ritemaster loses two points of Willpower for seeing his authority weakened.
Failure: The rite has no effect.
Success: The rite brands the victim with the words of his crimes. These show up as pale patches
of skin, rather like scars, written in the glyphs of the First Tongue. These scars are reflected in the spirit
brands that record his honor. The victims Honor Renown is reset to 0, and he must pay double the price
of increasing non-primary Renown (new dots x 16) to raise it again. If the characters Honor was his
highest category of Renown, he loses access to any Gifts of a rank higher than his new highest Renown.
Finally, the victim of a permanent brand suffers a 2 penalty to all Social Skills when dealing with other
Forsaken, including Ghost Wolves.
Exceptional Success: The ritemaster knows his judgment was the right one, and that comforts
him. He regains a point of Willpower.
and howl to the sky, asking Fenris-Ur to witness the destruction of his enemies and to see how true
warriors die.
Dice Pool: Harmony
Action: Extended (10 successes required per affected character; each roll represents one minute of
preparing for death)
Roll Results
Dramatic Failure: The Destroyer Wolf takes umbrage at the misuse of this rite. Each pack
member takes seven points of aggravated damage.
Failure: No successes are accumulated.
Success: Progress is made toward the completion of the rite.
Exceptional Success: No additional effect beyond extraordinary progress. The effects of this rite
are triggered the first time the character assumes Gauru form within 24 hours of performing the rite. The
character immediately enters Death Rage, no roll required, and remains in that state until all enemies are
dead or gone. Most significantly, though, the Uratha simply does not die. He ignores all wound penalties,
and suffers no ill effects for having any type of wound in his rightmost Health box. Even having his
Health track completely filled with aggravated damage doesnt put him down. Only complete and utter
annihilation of his body will kill him before this rites effects end. (At the Storytellers discretion, grievous
destruction of the characters body may inflict additional drawbacks that are not wound penalties in the
strictest sense a Rahu who loses a leg very likely suffers a Speed reduction, for example.)
When all enemies are either slain or retreated, the character comes out of Death Rage and
immediately shifts back to Hishu form. Any and all injuries he suffered while in Kuruth now take full
effect, meaning that he is very likely dead.
Due to the intimate nature of the rites performance, the ritualist may perform it only for his own
packmates. Any attempt to grant the benefits of the rite to a werewolf not linked by totem-bond to the
ritualist is treated as a dramatic failure.
Suggested Modifiers
Modifier Situation
5
3
1
+1
+3
the Hunters come for him. If he can survive to feel the first ray of sunlight on his skin, he is free of the
rites effects, and by custom, the Meninna cannot harm him. But this is academic if anyone has ever
survived a night as the Hunters Quarry, no tales exist as testament.
Performing the Rite: Because time is a factor, this rite is brief. The ritualist touches the Quarry
and speaks his name, or as much of it as she knows, and finishes the rite with a First Tongue phrase
Mu-se za nam-erin (I name you as my prey.). To the ritualist and her pack, the world fades in color, and
only the prey seems real and vibrant. To the Quarry, the sky grows lower, the world becomes narrow and
he feels the touch of death on his neck. The Hunters howl, and the Quarry runs. The Hunt begins.
Dice Pool: Harmony
Action: Instant and contested (target rolls Composure + Purity + Primal Urge reflexively)
Roll Results
Dramatic Failure: The Quarry is unworthy of this rite, and the spirits take great offense to the
werewolves who tried calling down such a curse on an undeserving person. The pack suffers under the
curse for one hour, pursued by Wolf-Brothers (see p. 244 of Werewolf: The Forsaken).
Failure: The ritualist does not exceed the targets successes. The rite fails to take effect. The pack
can still hunt the Quarry, but without benefit of this rite.
Success: The ritualist exceeds the targets successes. Until sunrise, the target cannot interact with
anyone other than the pack and cannot affect the world around him. Because this effect is made possible
by powerful death-spirits, it is possible, however unlikely, that he might be able to drive them away and
thus end the rites effects. Doing so with a pack of slavering werewolves on his heels, though, would be a
truly miraculous feat.
Exceptional Success: The ritualist exceeds the targets successes, and the player rolls five
successes or more. The target is so terrified by the rite that he loses a point of Willpower.
Suggested Modifiers
Modifier Situation
+2
+1
1
2
3
This rite is by no means simple to perform, but its effects are lasting, more so than many rituals.
Performing the Rite: The enacting of this rite by its ritemaster is lengthy and complex. His first
step is to walk the perimeter of the entire protectorate which may be tens of miles three times in a
row. On the third pass, he must mark four spots with blood. On the northernmost point, he must mark
the land with the blood of a bird. On the southernmost point, the blood of a mammal (non-human). At
the easternmost point, he must drizzle human blood on the ground, and the blood of a Forsaken (himself
or another) at the westernmost point. (These direction points can be roughly approximated if an exact
directional peak cannot be easily surmised.)
When that is complete, the ritemaster must find the relative center of the protectorate. There, he
will finish the last grueling stages of the ritual. He must set up a stone circle for himself, and for the next
several days and nights he will visit this circle and perform various tasks. He will dance and howl. He
will bite and claw at himself (likely in Dalu form) causing a number of lethal wounds equal to his Primal
Urge score. He must then deliver unto the circle a number of bodily fluids: spit, blood, bile and urine.
These fluids are meant to represent both a kind of purging as well as sacrifice for forming and keeping
a protectorate cannot be done without a strong measure of sacrifice on the parts of all involved.
At the end, he must shift into all five of his forms in that circle. He neednt spend any significant
time in those forms, only that he becomes each.
Cost: 5 Essence
Dice Pool: Harmony
Action: Extended (40 successes; each roll represents one days worth of effort. The ritemaster
neednt perform this rite straight through, and can come back to perform the various parts of the
rite over the course of weeks or even months.)
Roll Results
Dramatic Failure: All successes are lost. The disturbed rite is like a beacon to antagonistic spirits,
Hosts or Ridden. They may come sniffing around for the ritemasters blood and flesh.
Failure: No successes are gained. The rite fails to take effect.
Success: The appropriate successes are gained. If the ritemaster gains 40 or more successes, the
ground within the protectorates perimeter (i.e., that periphery walked by the ritemaster during the rite)
becomes supernaturally protected. Those who belong to the clutch also gain a number of bonuses. Note,
however, that truly belonging to the protectorate means doing so in more than name alone. To belong,
a werewolf must swear an oath of the ritemasters devising to the ritemaster himself. The ritemaster must
then mark the werewolfs wrists and ankles with the ritemasters own blood. The overall effects are as
follows:
Werewolves who belong gain a +2 bonus when performing Physical actions within the protectorates
periphery. The land literally seems to aid them: if running, the ground seems to give them a boost. If
fighting, they seem to see and feel the space around them, allowing them to move more confidently.
However, when outside the protectorate boundary, werewolves suffer a 1 penalty to all Physical rolls.
They feel awkward, out-of-place. They might stumble more easily or feel uncomfortable in their own
bodies.
Werewolves who do not belong to the protectorate suffer a 2 penalty to all Physical rolls while within
the protectorate borders. The land seems somehow to reject them if running, they might trip on a
snaking root that didnt seem to be there before. If fighting, they might find that every time they swing or
bite, a branch catches them in the face
or their heel gets caught on a jutting rock.
Mortals in the protectorate area suffer Lunacy more acutely. Assume that every mortal has a Willpower
lowered by 2 when considering the effects of observing a werewolf Dalu, Gauru or Urshul form.
The Gauntlet is one lower than usual for purposes of traveling back and forth from the Shadow to the
physical world. This is the case only within the periphery of the alliance domain.
This rites effects function for as long as the ritemaster remains alive. Once he dies, its effects
cease suddenly. Once a werewolf belongs through the oath, he can choose to bow out of the oath (and
thus, all the positive effects of the rite) by simply deciding to do so. Doing so, however, means he is now
an outsider, and subject to the 2 Physical penalty while within the protectorate borders. The werewolf
can, with the ritemasters permission, rejoin the protectorate by swearing the oath again, but doing so
costs him both an Essence and a Willpower point.
Exceptional Success: Successes are added to the total. If the total reaches 45+ successes, for 24
hours after the completion of the rite, the Physical bonus to all the appropriate werewolves in the
protectorate is increased to +3. After the 24 hours, the bonus drops to the normal +2 modifier.
The modifiers that correspond to the Gauntlets relative thickness (see p. 251) apply to this rite even if
its performed in the spirit world.
In a locus rated +
In a locus rated or
formerly Pure werewolf cannot join the Tribes of the Moon; at best, she can only be a Ghost Wolf without
so much as an auspice.
Performing the Rite: The subject typically exposes herself to the open sky, baring any areas of
her skin that are marked by the brands of Pure Renown. As the ritemaster begins to chant a litany of
sacrifice and forgiveness, the scar-like spirit brands that mark her Renown become visible, slowing with a
dull golden light. The ritemaster runs a fingernail across the pattern of each tattoo as he continues to
chant, anointing the brands with a mix of pure water and powdered silver. The spirit brands that mark
Renown gained as a Pure werewolf glow with silver light as they burn away from the subjects flesh.
The process is quite painful, and leaves ugly wounds on the subject; werewolves subjected to this
rite have been known to fly into Death Rage if too much Renown is scourged away from them. When the
rite is completed, the subject can heal from her wounds normally, but a faint tracery of almost invisible
scars marks where her previous brands of Renown once were. These marks can be covered up or
disguised, but the surest way to remove them is to undergo the Rite of the Spirit Brand sufficient times to
replace the old marks with the new brands of lunar devotion.
Dice Pool: Harmony
Action: Extended (5 successes per dot of Renown to be removed; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost. Any Pure Renown that has already been scourged away
does not return; the ritemaster must start over from zero successes to burn off the remaining Renown.
Failure: No successes are gained.
Success: Successes are gained. The ritemaster may trade five of the accumulated successes to
burn off one point of Renown; the character loses one point of Renown in a category of the ritemasters
choice and takes one point of lethal damage, and the ritemasters total pool of successes is reduced by
five. If the target still has Renown, the rite may continue.
Once the ritemaster has spent sufficient successes to remove all the targets existing Renown, the
rite is considered complete. At the completion of the rite, the recipient must make a degeneration check at
three dice; the pain and change of the rite is sufficient to severely traumatize a werewolf and disrupt her
inner sense of balance.
Exceptional Success: Successes are gained; there is no additional effect.
Suggested Modifiers
Modifier Situation
+2
reshape spirits. Uratha cannot teach this rite to each other, and although a werewolf might mimic the
motions of the rite, it is impossible to perform without blessing from Kamduis-Ur.
The ban that the werewolf imposes upon the spirit is the same each time the werewolf performs
it. The werewolf chooses the sculpture she makes in the spirit clay when Death Wolf teaches her the
rite, and it is usually indicative of the challenges she faced while finding the den. The ban can be simple
and potent, but must be something that requires deliberate action. That is, a werewolf can name A wave
of my hand banishes the spirit as the ban, because a wave of the hand can be accidental. A particular
hand gesture, though, one too complicated to make without intent, would work.
This rite, predictably, earns the enmity of any spirit subjected to it. The Bone Shadows use this
rite as retribution against powerful spirits, or sometimes as a way to impose a check on a spirit that might
cause them trouble in the future.
Performing the Rite: The spirit must be bound in order for the rite to proceed (see Bind Spirit,
p. 157 of Werewolf: The Forsaken). The werewolf calls out the name of the spirit and recites its choir,
descant and any wrongs the spirit has committed against the Hirfathra Hissu. The ritualist then pours a
small amount of liquid onto bare earth (water, normally, though some werewolves have been known to
bleed or urinate if it would offend or intimidate the spirit) and forms a small chunk of dirt in a soft, claylike substance. The character reshapes the clay into a form representative of the spirits new ban, and
holds the sculpture up for the spirit to see. At the culmination of the rite, the werewolf hurls the sculpture
at the spirit, and spirits the First Tongue phrase Ne me-a su hifil har This is your new form.
Dice Pool: Harmony versus spirits Resistance
Action: Extended and contested (35 successes necessary; each roll represents one minute)
Roll Results
Dramatic Failure: The binding shatters, and the spirit bursts free in a blast of spiritual power.
The ritualist and any werewolves in the area are momentarily stunned, and the spirit can take one free
action (flee, attack, etc.) before the werewolves can react.
Failure: No successes are garnered toward the goal. If the spirit reaches 35 successes before the
ritualist, its ban remains intact, and the Storyteller can make a Power + Resistance roll for the spirit. If this
roll succeeds, the spirit shakes free of the binding circle and can act as the spirit sees fit.
Success: Successes are gathered toward the goal. If the ritualist reaches 35 successes before the
spirit, the spirits makeup is reshaped, and the spirit takes on the new ban. The Storyteller can roll Power
+ Resistance as explained above for the spirit to escape the binding, but the spirit generally flees if it does
escape.
Exceptional Success: Significant progress is made toward the goal. If the ritualist finishes the rite
with 40+ successes, the spirit cannot attempt to escape the binding.
Suggested Modifiers
Modifier Situation
+1
-1
The ritemaster rips the Gifts Essence-mark from the other werewolf and grafts it to his own Essence. This
process is extremely painful for both participants. The ritualist may also give Gifts she knows to another
werewolf in a similar fashion. In either case, both werewolves are left dazed. The recipient is flooded and
must learn how to use her new Gift the hard way. The werewolf who loses a Gift has a hole ripped in his
Essence, and must come to terms with having lost the blessing of a spirit.
No one knows the origin of this rite; the People and the Pure Tribes both consider it going against
the way of the world. A few werewolves know the rite at any one time, but none of them advertises the
fact and they will only teach it to others whom they are sure they can trust. All too often, a werewolf who
knows the rite grows careless, and any Uratha who hear of him join in the hunt.
Performing the Rite: The rite must take place during the new moon, when Mother Lunas face is
most hidden from the world and the Shadow Realm is infected with her madness. The ritemaster must
complete the rite in the open air before the sun rises, as any sunlight touching the ritual site will cause it
to fail. In a deep valley or big city the effective horizons are higher, lengthening the amount of time that
the werewolves have to complete the rite.
Before starting, the ritualist must take fifteen minutes to align her Essence with that of the other
participant. The two align themselves through a series of joint howls, mad dances or sexual intercourse
(the last of which may call for a separate degeneration check). The ritual itself takes place around a fire,
built within a circle marked with chalk and saltwater. The rite leads off with an exhausting series of
dances around the fire, while offerings are burned to bribe the local spirits with Essence under the guise
of them understanding and allowing the transfer. The manic action dissolves into both Uratha howling
nonsense to the sky and spirits. Both werewolves take a natural hallucinogen like peyote, ayahuasca or
psilocybin during this part of the rite, exhausting their bodies and minds alike until they can feel nothing
but the wind whipping at their skin and the flows of Essence between them. As the fire burns out, the
ritemaster slashes the palms of both participants and thrusts them into the embers of the fire. The
ritemaster can give or receive a Gift, or can enact the rite for two werewolves willing to undergo the
process.
Cost: 2 Essence per level of the Gift (both participants must spend the full amount)
Dice Pool: Harmony
Taking part in this rite, whether it succeeds or fails, is a sin with a Harmony Threshold of 4. Both
parties will also lose Purity Renown.
Action: Extended (20 successes + 10 per level of the Gift, each roll represents 20 minutes)
Roll Results
Dramatic Failure: All successes are lost. Both participants must immediately roll Harmony to
avoid gaining a derangement (see Werewolf: The Forsaken, p. 181) in addition to the roll for
degeneration as normal.
Failure: No successes are added. If the total number of successes required is not gained before the
sun rises, the rite automatically fails.
Success: The Gift is transferred once the required successes are gathered. The donator of the Gift
loses the ability to use it, and can never re-learn that Gift. The recipient gains full use of the Gift, but
suffers a -1 penalty upon first using it as the power is unfamiliar to her. Both parties suffer a 1 penalty to
all rolls for the next week as their Essence slowly repairs the damage from this rite.
Exceptional Success: The werewolf makes considerable progress toward completing the rite. If
five or more successes are gained than needed, the negative modifier only applies for the next two days
as both participants Essence heals at a much faster rate.
He went out into the night and prayed to Luna, calling out with his most soulful howls and
pleaded with Luna that there might be a way he could be of aid instead of a hindrance. Luna, taking pity
on him, gifted him with the following rite.
Dice Pool: Harmony
Action: Extended, each roll represents 10 minutes of prayer to Luna and the transference of self
from the Gibbous to his pack. The rite has no set number of necessary successes the ritemaster
may continue with the rite as long as she can muster the uninterrupted prayer. (His packmates
must be within sight for this to work, however.)
Roll Results
Dramatic Failure: Lunas grace is not garnered, and the rite fails entirely. The ritemaster suffers a
terrible wound across his throat, a single aggravated burn scar.
Failure: No successes are added.
Success: For every successful turn that the ritemaster harnesses this rite, those pack members
within sight can downgrade all damage done aggravated damage becomes lethal, lethal damage
becomes bashing, and bashing damage has no effect at all on the members of the pack. However, this
comes with a significant downside: for every turn the ritemaster sings this prayer (successful or no), he
suffers one point of aggravated damage.
Exceptional Success: As with success.