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Avowed Soldier ()

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.

Failure: The rite simply fails.


Success: The Ogham runes show clearly on the surface, and remain wet with blood from that
point on. Uratha and wolf-blooded instinctively understand the bloody symbols as a means of marking
territory, and will be aware that a pack claims its hunting ground nearby. Humans and supernatural
creatures can never see the blood on the signs, and are unable to make out the meaning of the etchings
from any other nonsensical graffiti.
Exceptional Success: As with a success, though at the Storytellers discretion, the runes might
continue to bleed slowly over time. (Shadows of the UK, p. 99)

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.

BRaND THE BLOODED ()


This rite enables an Irraka often the auspice entrusted with the well-being of the wolf-blooded
to keep tabs on the mostly-human kin of the Forsaken. The Stalker places a spiritual mark upon one of
the uragarum and thereafter knows if she is in great pain or mortal peril.
Performing the Rite: Using a special pigment, the ritualist presses a thumbprint onto the
forehead of the wolf-blooded whom he wishes to mark. This pigment is a thick paste made from a boileddown mixture of local natural dyes, plants and minerals noted for supernatural qualities of protection,
and a small quantity of the werewolfs own saliva, blood and/or urine. When pressing his thumb to the
uragarums forehead, the New Moon stares into her eyes for a long, uninterrupted moment and then
vows aloud to watch over her and to come to her aid if and when she is threatened.
Dice Pool: Harmony
Action: Instant

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.).

CaLL THE BEaST ()


Similar to the rites used to summon spirits and humans, this simple rite calls a single animal (or a
swarm of very small animals like rats or locusts) to the ritemasters location. The ritual summons the
closest animal of a desired species within five miles; if no such creature exists (trying to summon a
Siberian tiger in the middle of rural Nebraska, for instance), the rite fails. The ritemaster cannot summon
a specific animal, nor can she summon supernatural animals or animals with human-level intelligence.
Performing the Rite: The ritualist marks a specific location and remains close to that spot
throughout the performance. He must provide chiminage for the animal, typically a moderate amount
of food the animal would eat. The ritualist performs a howl of summons while moving counterclockwise
around the chiminage. Once the rite has been initiated, the ritualist and any packmates nearby must emit
a further howl of summons roughly every five minutes until the rites subject arrives.
Dice Pool: Harmony versus subjects Resolve
Action: Extended (15 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost. The ritual must be started again. At the Storytellers
discretion, something might be summoned anyway. It might even look like the desired animal.
Failure: No successes are added.
Success: The animal feels an irresistible compulsion to travel to the ritemasters location. The
beast enters a kind of fugue state; it retains some awareness of his surroundings (enough to navigate and
avoid hazards), but it does not react to stimuli. It is drawn for no obvious reason to the ritemasters
location. It travels to the werewolfs location as quickly as it can manage. Unlike most animals, it does not
try to avoid human inhabited areas or contact with humans, which might create a panic depending on the
type of animal summoned.
Once the animal arrives, it can be given a single, simple command (e.g. attack him, follow her,
guard me, carry this to here), which it obeys to the best of its ability. If the task is not completed by the
end of the scene (or if it is open-ended), the effect ends at the end of the scene. Otherwise, the animal is
released from the rites effects when the task is completed.
If it takes the animal 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. This rite does not grant the
summoned animal any ability to bypass barriers or escape bonds; while it might be possible to affect the

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.

Duel, Rite of the ()


Dueling with other members of the Lodge of Arms is one of the great pleasures of lodge
membership for many werewolves. With the level of skill many lodge members possess, and the
frightening power of their weapons, the lodge needed to find a way to prevent members killing each
other too frequently. This rite was the response. It creates an area in which the spirits of weapons are
suppressed, rendering them much less effective in killing opponents. This rite is always performed before
any duel between lodge members.
Performing the Rite: The ritemaster sets a fire burning in the center of the dueling circle, and
then walks around the boundaries of the area, marking it out with a weapon, stick or even his hands.
Once the circle is complete, the ritemaster must douse the fire, thereby symbolically quenching the
passion of spirits within the circle. At the end of the rite, he growls in the manner of a patient parent and
invites the combatants into the ring.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost. Participants are likely to interpret the rites failure as a
sign that the duel is meant to be to the death.
Failure: No successes are gained.
Success: Successes are gained toward the total. If the ritemaster accumulates 15 or more
successes, the area within the boundaries is appropriately blessed. While within the marked circle, any
lethal damage received from weapons is downgraded to bashing damage. This rite cannot affect attacks
made with natural weapons, and its effects are lost if a character leaves the circle. If the circle is physically
broken (the mark being scuffed out, most likely), the rites effects end. The circle remains empowered for
the duration of the scene.
Exceptional Success: Successes are gained toward the total. If the ritemaster accumulates 20 or
more successes, the area within the marked boundaries receives a particularly potent blessing.
Aggravated damage received from weapons is also downgraded to lethal damage as long as the wound
was incurred within the circle.

FaIR WaRNING, RITE OF ()


In the modern world, Uratha cant always be expected to notice when theyve crossed into
another packs territory. Scent marks and visual tags might help, yes, but unless a werewolf knows what

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.

Final Howl, Rite of the ()


The Forsaken of Britain are no strangers to hearing tales of desperate last stands against the Pure
or some hideous and alien creature from the Shadow. Though calling for aid can be considered the act of
a coward and a weakling depending on the circumstances, sometimes a werewolf has no choice but to
howl for help or die. Even then, if the situation is dire enough, a werewolf could be long dead before help
arrives, and may need to communicate one last piece of information to other Uratha in the area. For this
last breath attempt to send a message, the Forsaken created the Rite of the Final Howl.
Performing the Rite: The werewolf bites her tongue hard enough to bleed, and swills the blood
around her mouth for a turn. The following turn, she roars out a single, long howl to the sky, containing
rough details of the howlers location, a message to any who hear the roar, and with an emotional
undercurrent that she doesnt expect to survive.
This is a gravely serious rite, and few werewolves would ignore the plea or the message within
the howl. Even rival packs are likely to race to the howlers aid to see what the danger is, or pass on a

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.

First Blood, Rite OF ()


When a cub takes his first wound in battle, the Blood Talons celebrate. To face death and survive,
to be wounded in service to the memory of Father Wolf, is a glorious thing. Blood Talons perform this rite
the first time a cub newly initiated into the tribe is severely injured in battle. The Rite of First Blood
commemorates the event, which is considered a major milestone in a Blood Talons life and a truly
Glorious event.
Performing the Rite: This rite can be performed only on an Uratha who has been severely
wounded in battle (that is, who has suffered an aggravated wound), and an individual can be the
recipient of this rite only once.
The ritualist gathers the tribe, ideally at the site of the battle or at a location designated tur. The
ritualist stands in the center of the assembled tribe with the honored initiate kneeling beside him, and the
ritualist declares the initiates deeds and injuries. The ritualist then pulls the initiate to his feet,
proclaiming him to be unbroken and a worthy inheritor of Fenris-Urs legacy. The assembled werewolves
howl their approval, and each takes his turn marking the initiates wounds: some merely trace a talon
over the wounds; others paint the wounds with handfuls of mud or smear their own blood over the
wounds (especially common if the wounds came from the same battle). When each member of the tribe
has made his mark, the ritualist proclaims the cub blooded in glory, and leads all the assembled
werewolves, the cub included, in a howl to the Destroyer Wolf.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents one minute of extolling the honorees
virtues)
Roll Results
Dramatic Failure: The ritualist dishonors or inadvertently insults the initiate. The honoree loses
one point of Glory Renown.
Failure: The ritualist fails to extol the virtues of the initiates deeds. The initiate gains no
experience points.

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.

GHOST HOWL, RITE OF THE ()


The Lodge of Night developed this ritual in order to serve as both a warning and a memoriam for
fallen members. This strange dual-purpose aspect to the rite comes from its unique effect, whereby the
ritualist howls long and hard in the Shadow, and leaves a faint echo of the sound in the area after he
has departed. From then on, any spirits or Uratha entering the area might hear the faint ghost of a howl,
conveying whatever message the ritemaster put into the original howl.
Most often these ghost howls are left to linger in a region to warn any hostile spirits that it is
Uratha-protected territory, or to warn other werewolves that there are highly dangerous spirits nearby.
The rite also sees use among the night hunters to mark the spot of a fellow lodge members death, where
the howl of sorrow will remain in the Shadow for all time. Members of the Lodge of Night are rarely
discouraged from marking a packmates grave with this rite, even if the fallen Uratha was not a night
hunter himself. However, it is forbidden to teach the Rite of the Ghost Howl to non-lodge members, and
punishable by expulsion.
Performing the Rite: This ritual takes no more than a minute or so to perform. The ritualist must
assume the Urshul form in the area he wishes to mark, and howl a simple message (understandable by
those who can speak First Tongue). The message can include the howlers identity and a vague
impression of reason he performed the howl, but little more than that.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails, and the howler finds that his message simply will not echo in the
region. He may try again when a month has passed.
Failure: The rite simply fails.
Success: The howl lingers in the air after the ritualist finishes, and is imprinted in the region of
Shadow until the day of the ritemasters death. After his death, the howl will fade and never be heard
again.
Exceptional Success: The howl lingers and remains even after the ritemasters death, never
fading from the Shadow

Hallowed Ground, Rite of ()


An Iron Master must never forget his territory. Without a place, a people or an institution to call
his own, he will never truly understand Sagrim-Urs tenet. Some werewolves find that honoring the spirit
of their territory whatever that territory might be helps tie them to the words and the spirit of what
they swore before Red Wolf after their initiation. Spirits that find themselves honored this way reward a
successful Rite of Hallowed Ground with a small amount of Essence.
Some Farsil Luhal consider this rite pointless. They consider that a werewolf should honor his
territory through hard work rather than sucking up to the spirits behind it. Many still use the rite,
showing the spirits what the werewolves have done and claiming the Essence for doing so. A werewolf
must treat the rite as an addition to everything else that he does to honor his territory, rather than the
only thing.
Performing the Rite: The ritemaster calls to the spirits of her territory. She must burn something
symbolic of her territory while she stands in an appropriate location (an Iron Master who considers the
Catholic Church to be her territory can use any church). She howls tales of all she has done while the item

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

HONOR THE BENEVOLENT SPIRIT ()


This ritual was developed by the Lodge of the Endless Moon in order to bestow gratitude and
respect upon those spirits that serve the balance of nature, and that never possess humans or cause
further harm to the unstable spirit wilds. Some spirits have no care for whether the werewolves are
pleased or otherwise, and are free to ignore this blessing. Other spirits either fear or respect the Uratha
enough to appreciate this small recognition and enjoy the slight protection such a marking offers. Once
the spirit has been blessed, it is marked with a glyph upon the surface of its corpus. The symbol means
Honored in the First Tongue, and is visible to both Uratha and spirits alike.
Whether to perform this rite can be a difficult choice. A spirit marked with the glyph has proven
its use and benevolence, and must be protected if it calls for aid. This can generate a great deal of work
for the Uratha if too many spirits bear the honor. However, the more spirits that carry the mark and enjoy
the good-natured protection of the Uratha, the more pleasant the local Shadow and physical realm will
eventually become. As with all aspects of defending territory, a balance between ability and necessity
must be struck the werewolves cant be everywhere at once, and they cant take care of every problem
that crops up.
Performing the Rite: The ritemaster sheds a drop of his own blood, by using a claw or other
edged instrument, and draws the glyph upon the spirits flesh with a fingertip. As he traces the symbol,
the werewolf intones a blessing in the name of Father Wolf and Tsuki-yumi to recognize the spirit as a
just servant of Creation. A spirit that is forcibly bound or restrained can reject the power of the rite with
its Resistance. Whichever of the two has the highest number of successes after the single turn is
considered victorious. Ties always go in favor of the Uratha.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The glyph appears incorrectly, reading something completely different and
causing a burst of pain (one Corpus level) to the spirit. The mark cannot be removed for another lunar
cycle, whereby the Uratha can once again try to inscribe the correct mark.

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)

LUNaS aCRE, Rite of ()


Protectorates with some level of history have seen their people come and go. Yes, some probably
leave of their own accord, but many fall in battle (though a few certainly succumb to old age or disease)
when the clutch goes to war. This rite simply consecrates a protectorates graveyard (or, as some call it,
bone orchard) with Lunas blessing. Those who come to Lunas Acre to pray and reflect often feel
recharged in doing so.
Performing the Rite: Enacting the ritual is simple, though lengthy. The ritemaster goes to where
the protectorate keeps its dead (or honors the dead through cenotaphs and markers, if not the bodies
themselves). There, she must upend a small bottle (thimble-sized) of her own tears onto the ground. She
must then whisper a small prayer of her own design to Luna and her fallen clutch-mates. She must repeat
the prayer over and over again until the ritual is complete, which may be an hour or more in time.
Dice Pool: Harmony
Action: Extended (seven successes; each roll represents one hour of time)

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

Performed during a full moon


Performed during a new moon

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

Subject has never experienced the particular


torture used.
1
Subject is performing the rite for himself.
1 Each sin (i.e., degeneration roll) is confessed.

PRESERVING THE TRaIL ()


This rite keeps a scent trail from going cold with respect to the ritualist, so that she can continue
to follow it for days, weeks, months, or even years if need be. In ancient times, fugitives from the justice
of the People might run to distant lands, expecting to escape their just punishments through distance,
alone. Irraka were often called upon to pursue these criminals into far-off places, to deliver judgment
upon them, no matter where they might flee.
Performing the Rite: The ritualist performs the rite at a location at which she can catch the scent
in question. This may be the quarrys living quarters or just a place that he happened to pass through a
couple of hours ago. Alternatively, she can use an article of clothing or something else that carries his
scent, allowing the rite to be enacted almost anywhere. She locates the strongest source of the scent and
closely sniffs at and even tastes the specific site or object. She then intones the following in the First
Tongue: Nihu ba eshe ges (roughly translated, I will find you anywhere in the world.)
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The ritualist not only loses the scent, but she also suffers from a two-die
penalty to all rolls to track this particular quarry, henceforth.
Failure: The character fails to preserve the scent against natural degradation.
Success: For one full lunar month, the quarrys scent (see Werewolf: The Forsaken, 17880) does
not fade with respect to the ritualist; no matter how much time passes or what environmental conditions

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.

SCENT OF THE EINHERJaR ()


The Einherjar is the name of the fallen heroes who reside in Valhalla. This rite allows Valkyries to
catch the scent of a fallen hero so that they may perform the Funeral Rite for her. This rite also allows
them to identify whether a fallen Uratha has been selected. They will not use this skill to attempt to
identify an Uratha they feel is unworthy.
Performing the Rite: This rite is very simple. It is performed by invoking the Vaettir and slowly
turning in a circle clockwise, scenting the quadrants.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails and cannot be used for 24 hours.
Failure: The rite fails; the point of Essence is lost.

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

The Uratha fell in battle


If the dead Urathas Brawl or Weaponry skill is
above 3
The Uratha fell in a heroic struggle fulfilling the
Oath of the Moon
Per point of Primal Urge possessed by the dead
that is above 5
If neither of the dead Urathas Brawl or Weaponry
Skills are at least 3
Per point of Primal Urge possessed by the dead
that is below 5

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.

Sorrow Marks Mirrayindri ()


The dead look down, say the gubbas, from some place in the sky. Kooris know that the dead are
in all sorts of places. The death of a loved one is usually accompanied by rituals. The Uratha have
adapted the custom of sorrow marks (sacred scarification) in order to prevent ghosts from harming
them.
Performing the Rite: The pack will gather on the occasion of a loved ones death, whether
Uratha, wolf-blooded or any other, and chant while cutting themselves with flint or pieces of kurranulla
shell. A bora ring is the usual place to meet. They chant, usually dance as well and cut their packmates in
ceremonial patterns. Each sort of ghost that one might fear has a traditional pattern. The cuts are made to
form permanent scars, called sorrow marks by the British because they were a funerary custom. Rarely,
the Uratha of Australia will scar themselves after a defeat in battle or some other loss; the custom is the
same. The scarring is painful and creates aggravated damage, but does not incur the risk of Death Rage
for Uratha with Harmony over 3.
This ritual lasts perhaps an hour for each person who wishes to be scarified. The scars are
effective as long as ghosts can see them. Therefore, if a werewolf was scarred on the chest, his scars
would keep away a ghost unless he were wearing a shirt. Usually, one point of aggravated damage is
enough to scar the body, but for each additional level, another area can be scarred (arms, face, genitalia,
etc.). If more of the body is scarred, the effect is stronger.
Action: Extended (five successes; each roll represents half an hour and one point of aggravated
damage)
Dice Pool: Harmony
Roll Results
Dramatic Failure: All successes gained are lost. The ritemaster may try again from the beginning.
Failure: No successes are gained.
Success: Successes are gained. If the total reaches five successes, the wounds will eventually heal
and scar. Ghosts lose three dice from any dice pools used to oppose the rites recipient until the wounds
are healed and scarred over. Thereafter, they lose one die when the scars are visible to them. The rite may
be repeated to reopen the wounds, but unless aggravated damage is done, such as with silver or with a
consecrated shell, the ward is not renewed.
The rite protects Uratha from ghosts, obviously not from other kinds of spirits.
Exceptional Success: No ghosts may come near the victim at all until the wounds are healed.
Thereafter, they lose one die from dice pools when the scars are visible. (Lodges: The Splintered, p. 61)

spirit Brand, Rite of ()


This ritual invokes the Lunes to confirm that a given werewolf has achieved a greater measure of
Renown. The Lunes respond by marking the subject with silver brands, proving that hes claimed the
right to greater standing among his people and the spirits. Traditionally, a werewolf must perform this
rite for another. Its generally considered too proud and crass to perform it for oneself, though some
Ghost Wolves have little alternative.
Performing the Rite: The ritualist intones a chant honoring the subjects strength and wisdom.
The exact wording of the chant may be poetic or modern, depending on the ritemasters talents, but it
must be respectful. As he continues the chant, the ritemaster runs her nails (or claws, if in Dalu form) in

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)

SPIRITS PROMISE, Rite of the ()


Bone Shadows deal with spirits on a regular basis, and it helps to speak from a position of
strength. The best way to gain such a position, of course, is to know a spirits ban, but finding out this
information is a matter of careful investigation (the Gift: Read Spirit works, too, but not every pack has a
Crescent Moon). The Rite of the Spirits Promise determines a spirits ban fairly quickly, but the rite also
risks reprisal spirits dont like being so closely investigated by Uratha. A Bone Shadow performing this
rite on a spirit more powerful that he is had better have his pack handy.
Performing the Rite: The werewolf need not be able to see the spirit in order to use this rite, but
he must be in the spirits presence or know its name. The Bone Shadow intones a quiet First Tongue
phrase asking for insight, and draws a symbol in the dirt or on a wall. If the ritual succeeds, knowledge of
the spirits ban becomes clear to the werewolf. In any case, though, the spirit might notice what is
happening, and it can use the connection created by the rite to attack the ritualist.
Dice Pool: Harmony
Action: Extended (successes equal to the spirits Rank; each roll represents one turn of
concentration)
Roll Results
Dramatic Failure: The connection works, but in the wrong direction. The spirit knows some
damning fact about the ritualist a dark secret, the location of his family, his Vice, the ban that his totem
imposes, etc. The spirit can do what it wishes with this information.
Failure: No successes are garnered.
Success: Progress is made toward the goal. When the player accrues successes equal to the
spirits Rank, the spirits ban comes to the character in a flash of insight. The Storyteller does not provide
the mechanical aspects of the ban, however. For instance, a garbage-spirit might suffer three points of
damage to its Corpus per turn of contact with cleansing chemicals. If the character uses this rite, though,
all she knows is that the spirit cannot abide the touch of cleansing chemicals, not that it damages the
spirit.
Each turn that the character rolls to accrue successes for this rite, the targeted spirit has a chance
to notice whats happening. The Storyteller rolls the spirits Finesse. If the roll succeeds, the spirit realizes

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)

TaSTE OF THE aNCESTORS ()


This rite allows a werewolf to determine something about the subjects ancestry. Specifically, she
can determine whether either of the subjects parents are werewolves and if either one is, she can
determine whether either one of them is one of the Tribes of the Moon. This ritual cannot determine
whether its subject is a werewolf himself, nor whether the subject will become a werewolf.
Performing the Rite: The ritualist must come into possession of any quantity of the subjects
blood. Even a few drops suffice for this ritual. The blood is smeared on a specially prepared bit of linen,
and the linen is burned. The Pure werewolf performing the rite watches the direction that the smoke
blows the smokes direction is independent of the surrounding weather conditions.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: Unclear or deceptive information is revealed.
Failure: The smoke billows upward, revealing no useful information about the subject.
Success: If the smoke from the linen blows east to west, one of the subjects parents is a werewolf
of the Tribes of the Moon. If the smoke blows west to east, one of the subjects parents is a werewolf of the
Pure Tribes. If the smoke blows due north or due south, neither of the subjects parents is a werewolf.
Exceptional Success: The direction that the smoke curls gives further information about the
targets parentage: if the smoke curls upward, the subjects father is the werewolf. If the smoke curls
downward, the subjects mother is the werewolf. A dramatic success has no bonus effect if neither of the
subjects parents is a werewolf. (The Pure, p. 123)

TREMULOUS HOWL, THE ()


The Tremulous Howl is a werewolfs cry for aid at a time when all other options are forfeit. The
Tremulous Howl is no little thing for a fully grown werewolf to evoke. A ritemaster who performs this
rite can be certain that those who hear it will remember her and the call for help. It admits weakness and
may bring a degree of shame on the werewolf, her pack and, sometimes, her tribe. Those who respond
will always know (or believe) they saved her, and those who hear of the event will become uncertain that
she can adequately perform her duties. Those who desire to accumulate Glory Renown will think twice
before allowing this howl to be performed. Still, it requires a certain knowledge of self to know that one
needs help. Using this rite when hope is truly lost and through no fault of ones own can be seen as an act
of Wisdom.
Performing the Rite: This ritual can be performed in moments. The ritualist need do no more
than nick her throat enough to draw a trickle of blood, then throw her arms and legs wide to reveal her
vulnerable belly. Then, she howls.

Dice Pool: Harmony


Action: Instant
The howl can be heard at a distance of 20 miles per dot of Primal Urge. A werewolf who hears it
knows instantly who is in trouble and where, but not the nature of the trouble. This rite does not compel
any werewolf to go to the source of the howl, but it infallibly alerts all within range that something
serious is going on. Some spirits, especially wolf- and aid-spirits, can discern the same information from
the howl as a werewolf. The Pure can interpret the Tremulous Howl as well as the Forsaken, and some
Pure may choose to follow the howl to its source in order to make things more difficult for those who
need aid. For this reason alone, almost all werewolves who hear a Tremulous Howl will drop everything
in order to help. Most will go simply because this howl is so serious, and no werewolf wants to be the one
who caused disaster when he didnt lend a hand.

Anticipated Forgiveness, Rite of ()


As common as combat is, it is impossible that no claw ever slips or tooth tears too deep. And
when fighting the Pure, many werewolves would rather spill all their opponents blood than give their
hateful brethren the opportunity to return and return the favor. Its hard not to murder the People
sometimes, whatever the elders say, and some werewolves have a method for dealing with the guilt or
the lack of it. This rite assures the Forsaken that she will receive some measure of forgiveness should she
accidentally (or not) kill a werewolf. Like being pardoned for a crime not yet committed, the rite often
makes it easier to actually do the deed, but werewolves who do often do it with tears streaming down
their cheeks, contrite and glad of the absolution.
Performing the Rite: In Hishu form, the subject of the rite goes to her knees before the ritemaster,
who must actually be willing to forgive the transgression The ritemaster proceeds to lead the subject
through a formulaic series of inquiries (on the masters part) and confessions (on the subjects part) in the
First Tongue. The ritual ends with an extended invocation of Mother Luna, the spirit of Father Wolf and
the subjects tribal totem. When it is over, the subject rises, feeling in touch with her ancestors and already
regretful of the act she may perform.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents five minutes)
Roll Results
Dramatic Failure: The ritual fails to reaffirm the subjects reluctance to murder another werewolf.
Instead, the meaningless confessions and prayers she hears only make her feel like the act is equally of
little import. She loses one die from the degeneration rolls she must make if she kills any werewolves
during the next day.
Failure: No successes are accumulated.
Success: Successes accumulate. If the ritemaster reaches 15+ successes, the ritual ends and the
subject feels strongly her connection with all her werewolf brethren. She believes that she would truly
regret the act of killing another werewolf, however necessary or unavoidable it might be. She gains one
die to any degeneration rolls she must make for killing werewolves during the next hour.
This rite only has (positive) effect if the character subjected to it actually wants to repent for any
werewolf deaths she may cause. A werewolf who undergoes the ritual with no actual intent to feel
contrite or desire to change her ways afterward suffers penalties to the degeneration rolls as though the
rite had ended in dramatic failure.

Exceptional Success: Successes accumulate. There are no special bonuses.

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)

BESEECH THE MOTHER ()


The blessing of the Cahalith auspice moon is precious indeed, and all Gibbous Moon werewolves
find their dreamvisions compelling at worst and incredibly useful at best. But they are rare and unreliable
prophecies, as random in their manifestation as they are shrouded in myriad interpretations. British
mythology features a few tales of wisdom and enlightenment coming to people in dreams, and this ritual
is designed to mirror that belief, by begging Luna Herself for another Cahalith sleep-vision beyond his
first (the one received once per story). This rite can be used as many times as the Cahalith desires, though
each successive attempt after the first receives a 2 penalty to the dice roll.
Performing the Rite: The werewolf must spend at least one hour in silent reverence to Mother
Moon, looking up at her face in an unclouded night sky. If the moon is covered at any point during the
hours meditation, the rite fails. Afterwards, the werewolf composes a short poetic verse honoring each of
the Lune choirs and it must be the Cahaliths own words. He then lays down and attempts to go
straight to sleep under Lunas gaze. The face of the moon can be obscured after this moment and the
ritual will still function depending on the ritemasters Harmony roll.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The ritualist seems to have offended the Cahalunim and the Mother with his
pleas. His own prophetic ability fails to function for an entire month.
Failure: The rite fails; perhaps the Cahalunim judged the werewolf unworthy of another dream,
or simply not in need of one.
Success: The Cahalith receives a prophetic dream, as described in the auspice descriptions in
Werewolf: The Forsaken.
Exceptional Success: Luna blesses her child for seeking her wisdom, and the next time to the
werewolf uses the ritual, he does not suffer the 2 penalty as standard.

Blademaster, Rite of the ()


The Blood Talons expect every member of the tribe to be a warrior. Even the less martiallyinclined auspices are expected to be competent in a fight. The tribes more established members know,
however, that competence in battle doesnt just spring up overnight. Training takes time, and the
unfortunate truth is that a battle rarely waits around until all the recruits are fully trained and prepared.
The tribe developed this rite for emergencies when even the most raw, untested cubs must be pressed
into service to defend a territory.
This rite is a popular one, especially in dangerous territories that see a high rate of turnover
among packs. While use of the rite carries no stigma on its own, many Talons consider it lazy or
disrespectful to invoke the rite casually. A warrior should earn his skill at arms through effort, not simply
magic them into existence with tattoos and drumming. Ritualists counter that summoning and binding
spirits of violence with this rite require just as much effort as hitting the dojo five times a week.
Performing the Rite: The ritualist lines up all prospective beneficiaries, almost like a military
company standing at attention. Tradition dictates that all should be nude, but since this ritual is often
performed on nuzusul who still cling to human modesty, its acceptable to wear a modicum of clothing.
As long as the beneficiaries arms, legs and torso are mostly bare, the rite can function. The ritualist
grinds up a paste of blood, honey and various herbs and plants thought to represent courage (the borage
flower is a popular choice in Europe and North Africa), then paints glyphs representing strength, skill at
arms and glory in battle along the recipients arms, legs and chest.
Through intonation of ancient First Tongue words of binding, the ritualist commands a warspirit
or a spirit of violence to go with the cubs and guide their hands and feet in battle. The spirit is ideally one
found naturally near the site of the battle, but one summoned and bound using other rites may be used if
necessary. In effect, the spirit Rides the marks painted on the recipients (although Blood Talons tend to
get testy at that implication).
Dice Pool: Harmony
Action: Extended (five successes per beneficiary; each roll represents 10 minutes of painting
glyphs and binding the spirit)
Roll Results
Dramatic Failure: The spirit is improperly bound. All recipients suffer a 1 penalty on all combat
dice pools for the next scene.
Failure: No progress is made toward completing the rite.
Success: The ritualist makes progress toward binding the spirits into the painted glyphs. Five
successes are required to affect each beneficiary, and a character may gain only one benefit of this rite for
a time (see below).
Exceptional Success: Not only is significant progress made, but each beneficiary of the rite
receives two of the benefits listed below, or a single benefit at double effectiveness.
A werewolf who receives the blessing of this rite gains one of the following benefits (ritualists
choice):
One dot of Brawl, Weaponry or Firearms
One dot of any Fighting Style Merit (the recipient does not need to meet any prerequisites of the Merit)
One point of armor
Three Specialties in Brawl, Weaponry and/or Firearms
Skill dots and Fighting Style dots may be conferred only if the recipient has no dots in the given
Skill or Merit. The purpose of this rite is to give new cubs a fighting chance, not to empower already-

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.

BLESSING OF THE SPIRIT HUNT ()


This rite stands as evidence of the Urathas millennia of conflict with the spirit world. The lore of
the People states that this rite was first taught by Father Wolf himself, so that his half-flesh descendants
could hunt spirit prey alongside their Father and the Firstborn. The rite blesses the teeth and fangs of a
werewolf, so that he can catch and rend an ephemeral spirit as if it were solid flesh. The ritemaster
invokes allied wolf-spirits or spirits closely allied to the brood of his totem, for few other spirits could be
compelled to empower this rite.
Performing the Rite: The ritemaster cuts either herself or her subject with a claw, and uses the
blood to mark a glyph on the forehead and on the back of each hand. As she does so, she intones a
blessing in the name of Father Wolf and the Firstborn. The bloodstained glyphs remain visible for the
duration of the rites blessing, which may strike fear into any spirits who recognize them.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails, and the Essence point is lost. The ritemaster cannot attempt to
invoke this rite again until the next night.
Failure: The rite fails, and the Essence point is lost.
Success: Either the ritemaster or the subject may pay the Essence point to invoke the blessing.
The recipient of the rites blessing can physically touch or strike ephemeral spirits as if they were solid, as
long as he is using his natural weaponry. The blessing does not affect weapons. This rite can be
performed only on werewolf subjects; it cannot be used to bless a human, vampire or other supernatural
being. The ritemaster may use this rite on herself. The blessings of this rite are not necessary for
werewolves to affect spirits while in the spirit world; a werewolf in the Shadow has transformed his flesh
into spirit matter, and is in the same state of being as the spirits that surround him.
The blessing lasts for one scene.
Exceptional Success: The blessing lasts until the next sunrise or sunset.

CaIRN STONES, RITE OF THE ()

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

Chiminage is very valuable to the spirit


Spirit is particularly disposed toward ritemasters tribe or auspice (an Elunim answering an
Elodoths rite, a war-spirit answering a Rahus rite)
Chiminage is particularly valuable to the spirit
The werewolf outranks the spirit*
Attempting to summon a specific individual spirit
Attempting to summon a specific individual spirit from one mile away
Attempting to summon a specific individual spirit from 10 miles away

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

CaLL THE CLOUDLESS SKY ()


The Forsaken find it easier to hunt and fight when they can clearly see the face of Luna in the sky.
This rite controls both cloud and fog, sweeping them from the sky so that moonlight can fall clearly on
the Forsakens hunting ground. Even a raging storm can be quelled for a short time, an eye opening up in
its midst to reveal the gaze of Luna. Needless to say, the Pure do not practice this rite.
Performing the Rite: The ritemaster places a silver coin in shallow dirty water a filled
saucepan, a dirty puddle or something similar. She then paints a mark of her own auspice over her eye,
usually in her own blood. As she rocks back and forth on her heels over the water, chanting soft
invocations to sky and water and moon, the sediment gradually clears from the dirty water. Once the
silver coin reflects a cloudless sky through clear water, the rite is complete.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents five minutes effort)
Roll Results

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

Light clouds or mist


Heavy clouds or smog
Storm weather
Hurricane

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

RITE OF CHURNED EARTH ()


Earthworms, pigs and many other creatures help the cycles of decay and renewal by digging in
the dirt and stirring things up. Rooting Boar undoubtedly taught some of his secrets to the Lodge of
Harmony, resulting in this rather strange rite. Performed correctly, it roils the earth, forcing buried
material to the top and oxygenating the area of effect. This rite also has the side effect of revealing any
buried secrets there, for, as sensible as Rooting Boar is, he cant resist buried treasures.
The rite does not function on any ground with human-made structures atop it, only on bare earth
or mud. The Rite of Churned Earth takes time to perform, and so isnt really useful in an offensive
capacity, although some Uratha have been known to use the rite just before a rainstorm, thus turning a
large section of the territory into thick mud to trap and slow intruders.
Performing the Rite: The ritemaster assumes Urhan form and brushes her nose against the
ground in a symbolic imitation of Rooting Boar, then digs up a bit of the earth with her paws. She then
shifts to Dalu form and places her palm against the ground, speaking an invocation to Rooting Boar to
help the cycles of the world continue. If the land is especially tainted, the ritemaster cuts or bites her hand
and lets a bit of her blood drip onto the ground.
The Rite of Churned Earth can be performed any time, but is traditionally enacted at dawn or
dusk. A werewolf can perform the rite only once in a 12-hour period.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All accumulated successes are lost, and the ritemaster has offended Rooting
Boar somehow. She suffers a 2 penalty on all rites for the next lunar month.
Failure: No successes are gained at this time.
Success: Successes are gathered toward the total required. If 10 are gained, the ground for one
yard per dot of the ritemasters Harmony in front of the ritemaster rumbles and roils, and any foreign
objects (buried corpses, caches, garbage, etc.) come to the surface. The earth in the area of effect is soft and
loose until it settles, meaning anyone stepping on it sinks a bit (2 on any Physical actions performed in
this area that require agility or body coordination; this falls to 3 if the ground is also wet).
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.

CLEaNSED BLOOD, RITE OF ()


Werewolves possess the uncanny ability to track anyone whose blood they have tasted a trait
that some of their enemies share. This rite of purification is particularly sought after by werewolves who
know they have enemies among the People. By enacting this rite, a werewolf can lose a spiritual trail,
perhaps to turn the tables on her hunter.
Performing the Rite: This rite must be performed on the shore of running water of some kind
a creek, river or even a partly full drainage ditch. The subject of the rite can be human, werewolf or
another creature, and need not be present for the performance. The ritualist takes a handful of fur, hair or
feathers from the subject, as well as a few ounces of the subjects blood. These two things are mixed
together with water from the source while the ritualist utters a low chant. The chant continues as the

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

Rites subject is human


For each full moon that has passed since the subjects scent was taken
Rites subject is a prey animal (herbivore)

COMMUNION OF THE FLESH ()


The rite of Communion of the Flesh is said to exist in a thousand different forms around the
world, not simply in the hands of the Lodge of the Feast. The rite was first performed over meat crudely
seared over a small fire, or not cooked at all. While members of the Lodge of the Feast see themselves as
the keepers of the rite, it can be found by those who look for it perhaps scrawled into the back of a
battered pagan spellbook in the dusty stacks of a used bookstore, detailed in the diaries of a Spanish
conquistador, or even taught outright by a gluttony-spirit. Some humans have managed to discover the
rite in a form they understand, and some of those have even tried to enact the rite. Its a futile endeavor
for them, and one that is sure to mark the nearby Shadow.
The Communion of the Flesh does not enable werewolves to eat human or wolf flesh with
impunity; the rite makes the experience more filling, not safer. A werewolf could well run mad after
partaking in this communion too often, though he would delight in the process.
Performing the Rite: The rite takes the form of a series of ritual blessings made before beginning
a meal of human or wolf flesh. No other food will suffice. Although the blessings hold the most power in
the First Tongue, the rite still works if performed in a human language, perhaps disguised as a human
religious prayer. The culmination of the rite requires anointing the centerpiece of the meal with salt and a
small amount of alcoholic libation (usually wine).
Traditionally, this rite is performed at night. Sunlight is said to taint the feast, though some say
its more likely that the purity of sunlight makes it difficult for the feasts corrupt nature to properly
manifest.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute)

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

Rite takes place at night


Three or more participants
Rite is performed in a human language
Rite takes place under sunlight

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

Spirit has empowered a similar talen in the past.


Spirit is inappropriate for this type of talen.

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.

Dizzying Wind, Rite of the ()


Story holds that this ritual has been around for nearly 1,000 years, first born of the Toltec
Forsaken who walked the temples of central Mexico. This ritual, utilizing music and dance, grants the
practitioner access to a trade of power with what is believed to be some other werewolf performing the
same ritual elsewhere (though some suggest the power comes from spirits, not other Uratha).
Performing the Rite: With this ritual, the Forsaken dances about in a circle, playing some kind of
wind instrument (potentially a many chambered traditional tlapitzalli flute). She must do this for a
number of hours equal to 10 minus her Harmony score. Once complete, she suffers a sudden wave of
hallucinations similar to those that might be gained from the consumption of a psychotropic herb. The
hallucinations which can be both enlivening and enervating, disturbing and enlightening last for
one hour.
Dice Pool: Harmony
Action: Instant (effect takes place once hallucinations cease)
Roll Results
Dramatic Failure: The werewolf throws up, and suffers a 1 penalty to all Physical rolls for the
remainder of the scene.
Failure: The ritual fails to have any effect.
Success: The werewolf may take a number of points equal to his Primal Urge score away from a
single Skill and apply them instead to a Skill in which he possesses no dots at all. (Example: A werewolf
with Primal Urge 2 reduces his Athletics 3 by two dots, and now has Athletics 1. He takes those two dots
and applies them to a Skill he does not possess in this case, Persuasion.) This lasts for 12 hours after the
rite begins to work. After the 12 hours, the Skills revert back.
Exceptional Success: As the above success, except the werewolf also feels a dizzying rush of
confidence, and gains one Willpower point.
(Note that to complete this rite, the Storyteller may call upon a Forsaken to make a successful
Expression 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.

EYES OF THE CITY ()


Members of the Lodge of Ilia have attuned themselves to the cities in the way that more
naturalistic Uratha view the forests and plains. This means having an innate knowledge of the underlying
spiritual nature and health of a city.
Performing the Rite: The Ilian needs to splash his eyes with some element of the city dirt
from the city park, water from a street puddle or the like while proclaiming the wonders of the city the
ritualist has seen (drawing on both the physical and spiritual world). If successful, the ritualists vision
becomes both less distinct but more informative. Technology-minded Ilians liken the experience to

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.

Fires of Jarrah PaRNRDRIYINDRI ()


The loss of Harmony weighs heavily on all Uratha: not only does it open them up to
derangements and further sins, but it makes their packs and territories vulnerable to invaders and rot
from within. But fire is the force of cleansing and renewal on the body of Bandaiyan. Fire-spirits eat the
filth and corruption that dirties the Hisil, release the nutrients in dead animals and plants into thurrpa
(ash), disperse and transform spirits and allow new life, biological and spiritual, to sprout. Uratha have
not ignored this potent mystical force. The smoke of burning jarrah (eucalyptus) can help werewolves
maintain and regain Harmony, burning away sins for those who can turn back to the Ways of the
Law. This rite allows the Uratha to scorch themselves with burning eucalyptus in order to burn away
the sin that they have committed. A spirit of fire, such as a bushfire Gaffling, must be present, usually
inhabiting a firepot while the rite takes place.
Performing the Rite: The Uratha meet on a bora ring or some other sacred place (one pack in
Canberra is said to use a mosque whose imam is wolf-blooded) and light a firepot, calling fire-spirits to
aid them. The sinner stands before the fire, usually naked, and is scorched with burning pieces of
eucalyptus bark and twigs (jarrah trees drop huge quantities of this material all around them, and so its
not hard to procure some in Australia, California or Italy, where vast stands of these trees exist) while
confessing to the offenses that she has committed. The packmates take special care to scorch and burn the

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.

FORTIFY THE BORDER MaRCHES ()


In the most ancient days, werewolves prowled the Border Marches between the spirit and
physical worlds. The get of Father Wolf couldnt be everywhere at once, of course, so in some cases they
built walls or bound humans or spirits to the task of building walls along the Border Marches. The
rituals used to bind spirits and men to this task failed after the death of Father Wolf. The Border Marches
became the Gauntlet. Forsaken Ithaeur roamed the spirit world for years after that, looking for a way to
affect the Gauntlet within their own territories. Eventually, they came to an agreement with the
spiderspirits that skitter along the Gauntlet itself.
Performing the Rite: This rite mimics the ability of the Azlu to affect the Gauntlet, though to
lesser effect. The rite takes about an hour to perform. The ritualist weaves silk thread into a small patch of
cloth. The werewolf can use tools to do this weaving, or he can do it by hand as well as he is able. The act
of weaving is the important part, as the patch of cloth is burned as an offering to the spirits that maintain
the Gauntlet. Some Forsaken are loath to use this rite, fearing that performing the rite too well or too
frequently might lead to the creation of a Barren.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: All successes are lost. The Gauntlets penalty is increased or decreased by one
in direct opposition to the ritemasters intent; the change lasts for one hour.
Failure: No successes are added.
Success: Successes are added. If the required number is accumulated, the ritualist designates a
small area no more than 2,500 square feet (a 50 by 50 square, or another shape of similar area). The
ritualist may choose to increase or reduce the Gauntlet in the designated area by one. This effect remains

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.

HUNTERS HOWL, RITE OF THE ()


A human saying advises: Always have something to eat before attending a feast a hungry
man is not a good speaker. A similar sentiment serves as the impetus for this rite. A wolf that hunts
while ravenous isnt as effective, and finds its choice of prey narrowed. A werewolf who hunts while low
on energy (i.e., Essence) is taking a risk. If the hunt goes poorly, that werewolf will have a difficult time
healing himself, fueling his Gifts or changing shape. That, in turn, risks Death Rage and cannibalism. The
Hunters in Darkness, before commencing a hunt, sometimes begin with this invocation to Black Wolf,
granting a small measure of power as a blessing.
Performing the Rite: This rite can be performed only before a werewolf or a group of
werewolves sets out on a hunt. The target of the hunt isnt important the hunt could be for food,

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

Rite is performed in the wilderness.


Hunting party includes any non-Hunters in Darkness (non-cumulative).
The target of the hunt is a werewolf.

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.

Willpower/Essence Spent Duration


1 -- 10 actions (30 seconds)
2 -- Five minutes
3 -- One hour (or one scene)
4 -- One day
5 -- One week
6 -- One month
7 -- One year
8 -- Five years
9 -- 20 years
1 0 -- Permanent
The minimum threshold required is determined by the duration of the original Gift, rite or fetish.
For example, if a Gift has a duration of one hour, the minimum level of Willpower/Essence required is 3,
which would generate a curse of the same duration as the original Gift. To generate a curse that lasted
longer, the ritualist would need to extend the duration to a minimum of one day (four
Willpower/Essence).
The amount spent here can be reduced with modifiers (see following).
Dice Pool: Harmony
Action: Extended (three successes per Willpower spent; each roll represents one minute, unless
all successes required are gained on the first roll, in which case the curse only took one action)
Roll Results
Dramatic Failure: All accumulated successes are lost. In addition, the curse is reflected back upon
the wielder, if possible, with a duration equal to that which was originally sought.
Failure: No successes are added.
Success: Successes are gained. If the total number reaches (3 x Willpower expended), the curse is
issued as expected.
In general, a curse is a statement proclaiming the effect the Kletba is inflicting on a place or
another person. This effect needs to be encompassed by the secondary Gift, rite or fetish. Unless the
Storyteller allows otherwise, the target of this ability remains the same; the Gift Fuel Rage could not be
used to inflict the Gauru form upon another, because the target of Fuel Rage is limited to the possessor of
the Gift. (Conversely, Silver Jaws could be inflicted on another, because the Gift specifically allows for that
possibility.) The Kletba cannot pick and choose the effects, but must either issue all or none of them upon
the victim. All the effects must have an initial duration greater than Instant; a Gift that merely inflicts onetime damage on a target cannot be made into a curse, but a Gift that inflicts damage over several minutes
could.
For example, the Kletba might say, By the power of the Jinxs dark eyes, the next words you
hear you shall be compelled to obey for the next year (Lunas Dictum or Voice of Command, Willpower
and Essence costs of seven). Or he might say, By the blessing of the most cursed spirit, may this
automobile cease to work through sunrise and sunset (Left-Handed Spanner, Willpower and Essence
costs of four).
Conditions can be placed on the proclamation; these usually make it easier to inflict the curse,
and reduce the Willpower and Essence cost required. For example, she might say, From this day forth,
the chattering of birds shall drive you to madness (Distractions, duration of Permanent (10) with a
condition of common (2), for a Willpower and Essence cost of eight). Or, So long as Prince Donatello
speaks every day, may this ground be proof against humans for the next dozen moons (Ward Versus
Humans, duration of one year (7) with a dispelling condition of easy (3), for a Willpower and Essence
cost of four).
If a condition is placed on a curse, the condition supersedes the original duration or effect
of the attached Gift, rite or fetish. For example, Ward Versus Humans normally lasts for one lunar cycle

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.

The curse can be lifted by the following:


4
3
2
1
+2
+2

Very common action or task (being immersed in water)


Common action or task (going without food or water for one day)
Difficult task or action (having someone fall in love with you despite the hideous appearance the
curse causes)
Very difficult task or action (visiting the most holy sites of the three largest cities on all seven
continents)
This modifier is secret from the cursed.
The curse is directed indirectly (e.g., using a piece of the victims clothing)

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).

RITE OF THE LESSER OaTH ()


These oaths are also called lesser fainings, blood oaths, oaths of hearth, or oaths of the karls.
These vows are normally sworn between good friends who are not of the same pack. But, powerful elders
may also require oaths between long-standing enemies to prevent further hostilities and end blood feuds.
Lesser Oaths can also be made between totems and the Uratha who venerate them, as additional bans.
Lesser Oaths do not give Uratha magical knowledge of when they may be endangered, and, for
the most part (see below), are taken literally. It is assumed that the Uratha will sacrifice pretty much
anything to fulfill an oath. For example, two Uratha friends take a blood oath to defend their respective
human children. The child of the first Uratha dies in an auto accident two miles away. The second Uratha
neither gains a sixth sense that his oathchild was in danger nor is his oath broken since he had no

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.

OaTH OF THE ROSE ()


To the Lodge of the Rose, little is more important than those to whom one swears loyalty, fealty
or dedication. The Oath of the Rose serves as one of the most common and tangible aspects of the
importance of that bond. When successfully completed, the rite formally bonds an oath of the werewolf,
giving her all the mystical power and responsibilities of the Rose Shield.
Performing the Rite:
The Oath of the Rose is done under the moon of the petitioners auspice. Ideally, the ritemaster
and the subject giving the Oath of the Rose will coordinate beforehand to determine if this new vow it is
public or secret; the subject will also tell the ritemaster when all other outstanding oaths were taken, as
well as the nature of all the outstanding public oaths the subject has sworn. When the time comes to do
the rite, the ritemaster proclaims to the moon (and any other werewolves attending, if any) the solemnity
with which the Lodge of the Rose takes all oaths sworn under her and the nurturing love that flows
between Uratha and Luna; he does this by cupping a single rose in his hands to the sky toward the moon.
He will then ask the person taking the vow to affirm all vows he has made publicly, in reference to the
time since he made them and the moon phase of the oath: Do you reaffirm the sacred Oath of the Moon
that you swore under the crescent moon six years and five months ago? The petitioner should answer in
the affirmative; in response, the ritemaster tears off a rose petal and gives it to the avower to eat. The
ritemaster can either go in chronological order, or mention all public vows first followed by the secret
vows.

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).

ROUSE THE FETISH ()


This rite allows an Uratha to communicate with the spirit of a fetish. It may be used to investigate
the properties of a strange, newly won prize or to appease a fetish that is less than happy with its wielder.
Performing the Rite: Much like the binding rites, the Uratha first draws a circle around the urmagan with
chalk or some other substance meaningful to the spirit bound into the fetish (if known). The ritualist
surrounds this circle with claw sigils and chants softly as he focuses his will. Offerings of chiminage are
also helpful, if the nature of the urmagan spirit is known.
Dice Pool: Harmony
Action: Extended (Eight successes; each roll represents five minutes)
Roll Results
Dramatic Failure: The ritemasters crude query loses something in the bonds tying spirit to
object. The spirit flees the fetish.
Failure: No successes are gathered. The ritemaster may try again.
Success: Successes are gathered. If eight or more are gained, the ritemaster makes contact, and
can converse in a limited fashion. The spirit will reveal its nature, Rank and the purpose of the fetish.
Exceptional success: Successes are gathered. If 13 or more are gained, the spirit is more
forthcoming, and may relate details about its binding, past owners or other such information.
Suggested Modifiers
Modifier Situation
+2
+1

Ritemaster knows spirits name.


Ritemaster makes offering of
chiminage.
1 - 5 per dot of the fetish

Ruined Tongue, Rite of the ()


The Lodge of Shadows Storm thrives through the keeping of secrets. This ritual is just one of the
many ways in which the werewolves revel in their secrecy, and is a mystic rite many other lodges would
kill to learn.
The rite allows a werewolf to silence another being, be it Uratha, human or spirit. By performing
the ritual, the ritemaster turns the targets tongue thick in his mouth, rendering him unable to speak of a
single subject. Any attempts to speak of the forbidden topic result in breathless silence, which turns into
choking, which in turn quickly becomes asphyxiation if the speaker doesnt give up his attempts.
Performing the Rite: The ritemaster must possess some item belonging to the intended target.
This can be anything from an iPod the character owned for a day to a vial of the targets blood but it
must be something the character has touched and physically owned.
Once this component is obtained, the ritemaster must choose very, very carefully the exact
topic the target will be denied speaking of. Specifics matter here; something like The Uratha or The
Shadow is too vague for this ritual to cover. Things such as The Lodge of Shadows Storm, The
events of the night of September 27th 2005 or The name of the pack you met last night are more in the
realm of the rites coverage. Specific topics, narrow in scope.
The ritemaster writes the forbidden sentence on a piece of fresh paper that has been used for
nothing else, and leaves both the paper and the component out in the next rainstorm to be battered (and
almost certainly blown away) by the elements.
Dice Pool: Harmony versus the subjects Resistance
Action: Extended and contested (the first time and each time the subject wishes to speak of the
forbidden subject)
Roll Results
Dramatic Failure: The secret-spirits mock the ritemaster, and the ritual fails catastrophically.
Instead of the subject being afflicted by the rite, the ritemaster bears the effects of the ritual himself for a
full lunar month.
Failure: The rite simply fails.
Success: The subject is afflicted as intended, and the effects are permanent. Every time the target
wishes to speak of the forbidden topic, he must first pass the Resistance versus Harmony roll. If he fails
the roll, his awkward silence becomes wracking chokes that reduce all dice pools by 1 until he stops
trying to speak of the topic. If he continues (tries to roll again in a following turn) and fails a third time,
the ritual closes his windpipe, causing the effects of asphyxiation as detailed in the World of Darkness
Rulebook.
All negative effects cease the moment the subject stops trying to break the mystically-enforced
silence.
Exceptional Success: As with a success, though the Harmony roll against the subject gains a +1
bonus the next time a roll is called for.
Suggested Modifiers
Modifier Situation
+5
+3
+2
1

Subjects blood was used in the initial rite.


Subjects body matter was used in the initial rite.
Subjects treasured possession was used in the initial rite.
An unmemorable or disliked item was used in the initial rite.

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

Recipient has never met the ritemaster.

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.

Shroud, Rite of the ()


To conceal their existence from the Forsaken, the Bale Hounds must mask their spirit brands to
the Maeljin Incarna. Through the Rite of the Shroud, the Asah Gadar bond with Soulless Wolf, the socalled forgotten Firstborn, and establish a connection to the Maeljin through Viruhk-Ur. In this role,
Soulless Wolf is nothing more than an intermediary that allows the Bale Hounds to possess Maeljin or
Maeltinet totems without being revealed as traitors to Luna and Urfarah. The Rite of the Shroud is always

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.

New Rite: Silent Hunt ()


This rite is meant to be something that can be introduced to the characters as a new creation an
ally, contact or rival has developed it recently and is willing to teach it to the pack, for a price. The Silent
Hunt allows a pack of Uratha in a populated area to stalk and learn about their prey without giving
themselves away. As long as they are surveying or hunting their target, they do not leave footprints, hair
or claw marks, and any normal people that see them ignore them. Any violent action and any change
out of Urhan form discontinues the rite.
Performing the Rite: The pack focuses on the quarry or task at hand (often performing Shared
Scent fi rst see p. 150 of Werewolf: The Forsaken). The ritemaster then whispers the name of each
packmate, followed by a First Tongue phrase that translates to silence. The werewolves change to
Urhan form in turn, and afterwards begin their hunt.
Dice Pool: Harmony
Action: Extended (successes equal to the number of packmates, each roll represents one turn of
concentration)
Roll Results
Dramatic Failure: The werewolf fails to complete the rite and the pack is locked in Urhan form
until the next moonrise.
Failure: No successes are garnered.
Success: Progress is made toward the goal. When the player accrues successes equal to the
number of packmates, the werewolves begin their hunt. They can track down their target, observe it,
follow it and even get close enough to sniff it, but if any packmate changes shape, attacks the target, or
allows himself to be seen, the rites effects end. While the rite is in effect, though, all players receive a
bonus to Stealth rolls equal to the highest Cunning Renown in the pack. In addition, all ties on opposed
Stealth rolls go to the pack. Finally, while the rite is in effect, all members can spend a point of Essence to
make any Stealth roll a teamwork action (p. 134 of the World of Darkness Rulebook).
Exceptional Success: Significant progress is made toward the goal. If the rite concludes with
successes equal to the number of packmates + 5, the point of Essence allows for a Stealth action to
automatically succeed rather than use a teamwork action.
Suggested Modifier
Modifiers Situation
-1
-1
-2
-3
-4
+1

Any participant has entered Death Rage in the last week


Rite is enacted on the crescent moon
Rite is enacted on the half moon
Rite is enacted on the gibbous moon
Rite is enacted on the full moon
Rite is enacted on the new moon

Sin-EaTER, RITE OF THE ()


In Soulless Wolfs role as the Eyes of the Maeltinet, the spirit plays a vital part in the Bale Hound
cult. It is he who takes the sins of the Asah Gadar into himself, ensuring that the werewolves are able to
mask their dying Harmony and infiltrate the Forsaken without their rites and ability to enter the Hisil
failing completely The method by which the Bale Hounds save their own souls is based on an old

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.

Speak with the Guardian ()


This is the ritual performed at a werewolf's initiation into the lodge, when Cerberus reads his
heart to see if the Uratha is truly dedicated. It is also the rite used when a lodge member needs to contact
his totem for guidance. When performed, the ritual opens a spiritual link to Cerberus and the ritemaster
is gripped by sudden possession as the totems awareness enters his body. It is a shallow link with no real
access to Cerberus own mind, but even a bare whisper of the great spirits awareness is enough to allow
for telepathic communication. The werewolf can ask three questions of his totem, which Cerberus will
answer to the best of his knowledge. In addition to his vast knowledge of the Shadow and the general
lore of an ancient spirit, Cerberus has the ability to discern the location of any ghosts within a mile radius
of any werewolf of the lodge. Also of note, Cerberus can inform the ritemaster of any falsehoods spoken
to the werewolf while the Uratha is under the power of this rite.
A werewolf performing this ritual is physically affected by the closeness of his totem. His eyes
milk over completely white, though this does not ruin his vision. The ritemaster speaks with Cerberus
voice, which is a crackling whisper that sounds like a burning funeral pyre. Also, werewolves with a
Willpower of less than 9 are unable to suppress severe trembling throughout their body, which is painless
but definitely unnerving to both the ritemaster and any onlookers.
Performing the Rite: The rite is performed similarly to the Rite: Call Gaffling. It is only a fraction
of Cerberus great awareness that answers the summoning and he is a spirit that is much less bitter about
being called than many other Shadow-dwellers. The Chiminage must be proof of a recent success against
something that threatened the veil between the living and dead. Every time this rite is used more than
once per lunar cycle, the ritemaster suffers 5 levels of Lethal damage from convulsions and internal
bleeding. This damage cannot be soaked.
Dice Pool: Harmony (versus 7)
Action: Extended (20 successes needed; each roll represents one minute); never contested.

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.

RITE OF THE SURROGaTE ()


The Pure know that they are in a vicious war against the Forsaken, as well as the other dark
entities that stalk the night. Every war has its innocent victims, and even the warriors of purity and
righteousness may violate their vows and tribal bans in the pursuit of higher justice. This ritual allows the
Uratha who uses it to gain prior forgiveness for a Harmony sin he knows he will soon commit This ritual
certainly is not perfect; Uratha who use it may still suffer as they violate Harmony bans. But this
improves the werewolves chances of withstanding any dark tasks that confront them.
The Ivory Claws have no specific ritual intended to alleviate the negative effects of Harmony sins
already committed; Silver Wolf commands his servants to prepare for upcoming battles both physically

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.

STRIP THE SOUL BaRE ()


Despite the Pures doctrine of total war, they sometimes find themselves with Forsaken prisoners
or other captives. Captives can be a liability unless they possess some value to the Anshega the captive
may possess information or be useful as a bargaining chip to ensure the return of a Pure prisoner from
the Forsaken. Prisoners with useful information cannot always be persuaded to turn that information
over to Pure captors.
Forsaken resist most forms of torture, and the kind of torment that the Pure can put out often
inadvertently kills human captives, even those with wolf blood. This ritual is intended both as a sacrifice

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.

RITE OF WINTERS aNGUISH ()


Cold is an insidious foe. It can never be fully defeated, only escaped for a time. A werewolf does
not always have the leisure to don his warmest form and spend the duration of a cold snap in a snug den.
Some werewolves are even forced to endure cold weather in the vulnerable human form. When this is the
case, sometimes even the best mundane efforts wont help the werewolf survive the sapping low
temperatures. The of Winters Anguish abjures the spirits of the snow, air and cold to leave the werewolf
be. Even the kindest spirits have limited patience, however, and they return their attentions to the
werewolf after a short time.
Performing the Rite: The subject of the ritual must be completely bared to the unkind elements.
No physical or magical protections that might separate him from the cold may remain on his body,
though jewelry and fetishes that in no way offer him such aid may remain. He is then subjected to the
coldest thing possible, be it snow or a steel bar left out in below-zero weather. So humbled before the
spirits, they give the ritual their blessing.
Dice Pool: Harmony Action: Extended (10 successes; each roll represents 10 seconds)
Roll Results

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

Local spirits are sympathetic to werewolfs goal


Local spirits are hostile to werewolf
Densely populated area (urban)

aPPLES aND ORaNGES ()


The Lodge of the Union believes that all things are more alike than dissimilar, and these
similarities can be used to draw all things closer together. This rite is one such tool they have at their
disposal, enabling them to determine what, if anything, two objects have in common.
Performing the Rite: When invoked, this rite will let the Uratha compare two objects, searching
for the similarities between the two. Ideally, the ritualist touches the two objects (or object sets) he wishes
to compare; if that isnt possible, the ritualist can also point to one or both of them. Both must be visible to
the Uratha with the naked eye, although the information gleaned can be anything, including material that
is not visible to the naked eye.
Once the ritualist has made contact with the objects, he invokes a small comparison between two
spirits that is similar to the information desired. For example, if the ritualist is comparing two signatures,
he might say, As the river-spirit and ant-spirit both travel in straight lines, may the spirits help me
determine if these lines are similarly true.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite conveys the usual sense of comparison between two objects, but the
information conveyed is wrong or fundamentally flawed. In addition, the Uratha cannot use the rite
again on that target for one full lunar cycle.
Failure: The rite grants the most obvious and general of comparisons (Those two people are
both alive), but otherwise doesnt yield any useful information.
Success: In addition to feeling the obvious similarities between the two objects, for each success,
the Uratha can ask one yes or no question trying to determine the similarities between the two. For
example, Are both these objects capable of supporting the weight of me and my packmates?
Alternatively, on three or more successes, the Uratha can look for specific pieces of information
that may prove helpful, such as Is there any similarity between me and the guard that I could use to
make him friendly toward me? or Are there any similarities between this stack of law precedent books
and my case that will help the defendant go free? Use of Apples and Oranges in this way may provide a
bonus of +1 or more to a subsequent related check, depending on the level of similarity between the two
objects.

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?

Bestowing the Shadowblind Cloak ()


This ancient ritual has long been used to protect choice mortals against the depredations of the
Shadow Realm. Werewolves do not choose these mortals by virtue of worldly importance. Rather,
werewolves aim to deny active spirits those humans the Shadow denizens desire in the endless game the
two factions play. Bestowing the Shadowblind Cloak conceals a mortal behind a veil of uninteresting
normalcy. Spirits that once hungered after the humans body or soul now ignore her completely, and
even those desperate and hungering after a mortal vessel pass over the person in favor of anything or
even nothing else.
Performing the Rite: The ritualist makes a wreath out of any vine (ivy is most common) and
hangs it with six iron bells. The construction of the object is done at night under the new moon, when
Luna averts her gaze from Earth, and is part of the ritual. The rituals subject need only be present for the
very end of the ritual, and it can actually be taken to her: the ritemaster seals the ward by placing the
wreath over the subjects neck. Subjects of this rite are only rarely in the know, and the rituals conclusion
is usually disguised as part of some celebration.
Dice Pool: Harmony
Action: Extended (40 successes; each roll represents five minutes)
Roll Results
Dramatic Failure: All successes are lost. New materials must be gathered before the ritualist may
try again.
Failure: No successes are added.
Success: Successes accumulate. If the character meets the required number of successes, he has
one hour (or until sunrise, whichever is sooner) to place the wreath around the subjects neck. Once that
is done, the rite is complete. No spirit notices the subject mortal except as scenery, completely ignoring
her until the effect wears off after one lunar month. A spirit whose Rank is higher than the ritemasters
Primal Urge make a Finesse + Resistance roll at 4 dice upon seeing the subject. Success indicates it
detects her as normal, and exceptional success indicates that it detects the rites interference.
Exceptional Success: Many successes accumulate.

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.

Success: The most successes are rolled for the ritemaster.


The spirit is successfully bound and cannot break free except under a few circumstances:
If the ritualist that binds the spirit releases it with the phrase, I release you or its equivalent.
If the binding circle is broken or the silver thread is snapped by an outside force.
The ritemaster must designate one other way that the spirit can be freed, and he must express this
method to at least two other entities within an hour of the spirits binding
One of those two may be the spirit, but it doesnt have to be.
Exceptional Success: The most successes five or more are rolled for the ritemaster. The
werewolf may choose to strip a point of Essence from the spirit and use it to refresh a spent point of
Essence of his own.
Suggested Modifiers
Modifier Situation
+1 or more
1 or more

The werewolf outranks the spirit*


The spirit outranks the werewolf*

*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.

Blood Communion of spring ()


With this rite, the Uratha tap directly into springs power of renewal. The Blood Communion of
Spring is a ritual celebrating life, and, to a lesser extent, a fertility rite, though werewolves are hesitant to
invoke the spirits of fertility when gathered with one another and not their wolf-blooded mates. A
communal sacrifice of blood renews the Urathas sense of their ties to the land. Those who receive the
blessing of spring find it easier to relate to their human relatives and mates, or to run among the animals
of the world, if only for a short time.
This rite is the easiest of the seasonal rites to master and enact, in part because the Urathas
natures are already keyed to renewal and the vibrancy of life. The rite is often performed on the spring
equinox, though in many areas this rite is coordinated with appropriate human holidays. Most notably,
werewolves from Christian backgrounds often find it fitting to enact the Blood Communion on Good
Friday or Easter.
Performing the Rite: The Blood Communion of Spring begins at sunset, and continues through
the twilight. The participants gather in a circle, often stripped to the waist, and pass around a small bowl
made of wood or silver. As each werewolf receives the bowl, he announces his name, auspice, pack and
tribe to the others. He then makes a customary boast or pledge of his loyalty to pack and tribe, or to Luna,
and a customary promise to uphold something particularly dear to him (such as defending his new bride,
or swearing to tame the spirits surrounding his territory). Many Blood Talons in particular point out scars
theyve acquired over the last year as part of the rite, especially if gained in defense of a human loved one
or packmate. As he finishes, the werewolf then cuts himself and lets a measure of blood into the bowl to
mark his pledge. He then passes the bowl on to his neighbor.

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.

BONE CLUB, RITE OF THE ()


The children of Father Wolf have warred with both humans and each other since the Sundering.
Humans fall like chaff before the powerful talons and burning rage of the Uratha, but werewolves find
worthier foes in their own kind, be they other Forsaken or the Pure. A rampaging pack of werewolves
who have lost much of their inner Harmony will lash out at both humans and other werewolves. They try
to gain respect from their savagery without realizing that control and balance is what they need. This rite
gives the ritualist a powerful tool to stop such a rampage.
This is the first ritual dedicated to war between werewolves that the Uratha know of. One tale
speaks of an Elodoth awaiting attack, placating the spirits of those his foes had slain to come to his aid
and empower a mighty weapon. Others tell of the Ithaeur who forced aid from the spirits of his own
victims to help him destroy his enemy. The one thing that the stories agree on is the ferocity with which
the wielder of a Bone Club will strike down his foe, shrugging off blows that would cripple any other
werewolf.
Performing the Rite: The ritemaster carves intricate patterns of glyphs signifying death and war
into a bone taken from a victim of her foe. She then lays the bone at the center of a circle of fire of any
kind, from enmeshed twigs to gasoline and howls litanies of the fallen and tales of her enemys actions
to the sun. The ritualist cuts her palms and throws droplets of her blood into the fire as she does, linking
the bone to herself and her foe. She ends the rite by smearing her blood on the bone as she takes it from
the circle. From then on, the bone is a powerful talen linked to the ritemaster, who is empowered by the
rite to kill the enemy that she has named. Once that task is accomplished, or three sunsets pass after the
rites completion, the bone crumbles to a fine dust as the spirits take their due.
Dice Pool: Harmony
Action: Extended (25 successes, each roll represents 15 minutes)

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

Chiminage is very valuable to the spirit


The werewolf outranks the spirit*
Chiminage is particularly valuable to the spirit
Spirit is particularly disposed toward the ritemasters tribe or auspice (a metal-spirit
answering an Iron Masters rite; a knowledge spirit answering a Cahaliths rite)
The spirit outranks the werewolf*
Attempting to summon a specific individual spirit
Attempting to summon a specific individual spirit from one mile away
Attempting to summon a specific individual spirit from 10 miles away

*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.

CaLL THE EMPTY ROaD ()


The scent of a travelers fear when walking down an empty road at night, the moon overhead, no
human voices to soothe him, but only the movement of animals close by this is the invocation of Call
the Empty Road. This rite reduces the odds of anyone but the intended prey from traveling down the
marked section of road or street, therefore making it more likely that the werewolves will have him all to
themselves. While this rite was originally developed to be used along country roads, urban werewolves
are quite capable of using it to catch their prey along deserted city streets late at night.
Performing the Rite: The ritemaster must be able to name the intended prey, although a true name is not
necessary. Specific details such as the red-haired male stockbroker who lives in Victoria Arms suffice.
(Of course, if there are two stockbrokers of this description, both will be able to travel freely down the
road while the rite is in effect.)
The ritemaster draws a line across the road at all potential entry points. The section of road
protected varies with population density: the rite can be performed on up to two miles of back-country
road, or up to a city blocks worth of urban street. Once the lines have been drawn, the ritemaster settles
by a crossroads leading to the given road or street, where she performs small obesiances to the spirits,
asking them to divert the attention of any humans other than those she names.
For obvious reasons, this rite cannot be performed along particularly high-traffic roads such as an
interstate highway.
Dice Pool: Harmony
Action: Extended (30 successes; each roll represents five minutes effort)
Roll Results
Dramatic Failure: All successes gathered are lost.
Failure: No successes are gained.
Success: Successes are accumulated. If the required total is gathered, the section of road is
marked. Until the sun next rises, all humans of Willpower 4 or less who are not named by the rite feel a
faint antipathy to the target area, and will not travel down the given road unless they succeed at a
Resolve check. This aversion is unconscious, and easily rationalized away I heard someone got
mugged there last night, or Hey, lets take a shortcut instead of the scenic route. Supernatural beings
are not warded away by this rite, though they may perceive a faint sense of unease if their Willpower is
low.
Exceptional Success: Successes are accumulated. If 35 successes are accumulated, the effects of
the rite target humans of Willpower 5 and lower.
Suggested Modifiers
Modifier Situation
+2
+1
+1

Road or street has an existing bad reputation


Ritemaster uses targets true name
Late at night

2
2

Cloudy day
Dense urban area

CENTERING THE CaIRN ()


A protectorates sacred cairn is, on the surface, a pretty straightforward thing. Its a pile of rocks
and sticks (though, in cities some might use a small heap of car parts or even paint cans filled with rocks
and sticks) that act as the focal point of a communal area. The communal area isnt just for socializing
its a spiritually sanctified area made for mediating disputes and dealing with alliance business. The cairn
radiates a kind of power, drawing down tempers and mitigating madness. Werewolves can come
together and talk, negotiate, even swap stories with less fear of alliance-shattering events taking place.
Some cairns are fancier than others: an elaborate circle drawn in ash and sigil-scored stones, with the
center heap of rocks comprising ancient, river-worn boulders. Circles may be drawn within the circles.
The whole affair might sit beneath a claw-etched willow tree. Others care little for pomp and
circumstance they throw a pile of rocks in the middle of some old rickety chairs and draw the circle
with a clumsy claw. The level of devotion and preparedness matters little, only the function of the rite
and capability of the ritemaster are relevant.
Performing the Rite: Every sacred cairn is a little different, and so, too, are the rituals to make
them. The building of a cairn, though, always starts with the drawing of a circle to represent the moon.
The circle can be inscribed in whatever material the ritemaster deems appropriate it doesnt matter if
the circles actual image washes away, as it is the circles spiritual effect that remains. The circle, whether
written in chalk, blood or some other material, is then adorned with various sigils. The sigils represent
the tribes, the phases of the moon, auspices, totems and other binding factors of the People. Creating
the circle thus requires 10 successes on an extended Intelligence + Occult roll; each roll equates to one
minute of work. (This roll is performed before the actual ritual roll begins; it adds to the time spent
performing this ritual.)
Once the circle is drawn, the ritemaster then puts in place the actual cairn. The cairn itself can
comprise any kind of objects most prefer organic or natural materials (stones, sticks), whereas urban
werewolves might instead use hunks of concrete pinned to the ground by a pyramid of rebar. Cairns are
rarely extravagant (though one protectorate supposedly uses a pile of baby doll heads wound with
Christmas lights).
The heap of material is then ritually prepared. The ritemaster hand-washes each component with
pure water. Then, he must drizzle his own blood atop the cairn and this blood must be drawn from his
own teeth. Whether he bites the tip of his finger or nicks his tongue with a sharp incisor and then spits the
blood onto the cairn matters little, only that it is his blood drawn from his own bite.
Cost: 1 Essence
Dice Pool: Harmony
Action: Extended (15 successes, with each roll representing 15 minutes). Note that the time taken
to draw the circle comes before this, and adds to the total time to perform the rite.
Roll Results
Dramatic Failure: All successes are lost. The ritemaster feels suddenly agitated, nervous,
suspicious. He risks entering Death Rage, and must succeed on the Resolve + Composure roll not to
succumb, but gains a +2 modifier to resist.
Failure: No successes are gathered. The circle may be drawn, but the rite itself cannot be
completed.

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

Ritemaster has the highest Renown of the entire protectorate.


Ritemaster has a Harmony of 8+.
Ritemaster has a Harmony of 4 or less.
Ritemaster has the lowest Renown of the entire Protectorate

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.

COURaGE OF THE FaLLEN ()


Some small sects of the Blood Talon tribe, mostly in isolated corners of the world, perform a
bizarre and borderline blasphemous practice known as ghu-ghabhasughar (see p. 28). When a warrior of
the Suthar Anzuth defeats an enemy, he ritually consumes the flesh of his vanquished foe to take in its
courage and ferocity. Certainly, the act of eating ones kills is not inherently bad, but many followers of
this practice simply do not discriminate based on Harmony. Packs deep in the practice of ghughabhasughar will devour slain humans, Pure Tribe werewolves and even Forsaken rivals.
Because of this rites association with cannibal cults, the Courage of the Fallen rite has a dark
reputation in the tribe. The rite itself is innocuous, and can be used on any sort of prey without causing a
Harmony violation except humans, wolves or werewolves. Nevertheless, few ritualists will teach this rite,
and merely knowing it is enough to get a Blood Talon run out of a territory or even killed in certain parts
of the world.
Performing the Rite: This rite is almost always performed on the spot the werewolf felled her
quarry, and is brutally simplistic in its performance. The ritualist stands over the fallen adversary and
speaks a prayer to Fenris-Ur in the First Tongue. As she praises the Destroyer Wolf and entreats him to
watch over her as she devours her foe, she tears out gobbets of flesh and devours them whole. Since the
rite requires continuous chanting and prayer, the ritualist must remain in Hishu or Dalu form for the
entire rite, depriving her of the lupine digestive system that is so much better at handling fresh, raw meat.
Most hardcore practitioners of ghu-ghubhasaghar have the Merit: Iron Stomach. When the meal is
complete, the ritualist throws back her head and howls a paean to Father Wolf and the Destroyer an
eerie, bloodchilling sound when it comes from a mostly human throat.
Dice Pool: Harmony
Action: Extended (see below; each roll represents one turn of prayer and feasting)
Roll Results
Dramatic Failure: The ritualists prayers offend Fenris-Ur. For the next 24 hours, each time the
character eats meat she loses a point of Willpower. If she has no Willpower remaining, she loses a point of
Essence. If she has no Essence, she takes a point of lethal damage.
Failure: No successes are added.
Success: The ritualist consumes one Healthpoint worth of flesh per success rolled. Each point
of flesh consumed gives her one Willpower point. Willpower points in excess of her normal maximum
are lost at the end of the scene. If the flesh belonged to a wolf, werewolf or human, the ritualist also gains
Essence as described on p. 77 of Werewolf: The Forsaken.
Exceptional Success: The Destroyer Wolf is greatly pleased by the ritualists prayers. In addition
to consuming a truly prodigious amount of flesh, the ritualist regains one Willpower point for every
point of damage she inflicts with the express purpose of devouring her target for the next 24 hours. The
character also gains a temporary fixation derangement regarding the consumption of raw flesh. If she

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

The victim was not killed or taken in battle.


The victim was not a worthy foe; the ritualist took no damage during the battle.
The victim was an easy kill; the ritualist took only bashing damage during the battle.
The victim fought well; the ritualist took lethal damage during the battle.
All Uratha present are Blood Talons.
The victim was a worthy adversary; the ritualist took aggravated damage during the battle.
The victim was nearly victorious; the ritualist took an aggravated wound in one of his last three
Health boxes.
The ritualist entered Death Rage during the battle.
The victim was alive at the beginning of the rite.

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).

EXPIaTE THE SIN ()


At the heart of werewolf mythology lies the belief that the Uratha committed a great sin by
allowing Father Wolf to be murdered. The Forsaken suffer for the actions of their ancestors and spirit
patrons; the Pure suffer for their ancestors inaction or inability.
Using this rite, the Pure can atone for their ancestors sins and in so doing regain a fraction of the
Pures own status within the spirit world. Expiate the Sin also allows the Pure to reclaim part of their lost
stability and peace of mind after great sins have been committed. The use of this ritual is a level-three sin
against Harmony. This rite is therefore something of a gamble.
Performing the Rite: The ritualist and his pack must have a living Forsaken captive within their
power. The captive must be bound, trussed to a rack that can be stood upright under the light of the
moon so that the traitorous Iduth can see what fate awaits her and all her servants. Using a silver knife,
the ritualist cuts through the captives hide, sinew and bone until he reaches the captives heart
without killing the captive. The ritualist then stabs through the captives heart, killing her instantly, and
the entire pack rends the captives corpse to bits, as it is said the first Forsaken did to Father Wolf.
The ritualist is the only werewolf who suffers a potential loss of Harmony from the death of the
capturd Forsaken; the desecration of the corpse of an enemy is not, of itself, a Harmony sin. The
degeneration roll for the captives death occurs after the ritual is complete and any benefits are gained.
That means that the ritualist may overcome a derangement and gain a new one in the same rite.
Dice Pool: Harmony Action: Extended (two successes are needed for every werewolf who will
gain a benefit from the ritual; each roll represents 15 minutes of work)
Roll Results
Dramatic Failure: All participants must immediately test for a level-three sin against Harmony.
The ritual fails, and if it was performed outdoors under the light of the moon, Lunes may have noticed
the ugly blasphemy.
Failure: No successes are added to the tally.

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

Rite is performed outdoors under a full moon.


Rite is performed indoors.
Rite is performed under a new moon.

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.

FINaL SUNRISE, RITE OF THE ()


This rite allows a Rust-Walker and his pack to draw strength from the power of entropy. Taught
to the Lodge of Ruin by Coyote-Who-Howls, the Rite of the Final Sunrise doesnt refer to the last day of
the world but to the being or object subjected to the rite, for whom the end has come.
The rite requires an object or living being that is very nearly dead or useless. A terminally ill
human being or an animal about to die of old age suffices, as does a machine that is irreparable. A
machine used in this ritual must contain moving parts and require some kind of outside fuel to work. A
gun, therefore, is acceptable, as is a car or a washing machine, but a sword is not.
If the subject is human (or Uratha, as presumably this rite would function on a werewolf,
although the Rust-Walkers do not attempt it), he need not have volunteered for the job, and indeed need
not be dying of natural causes. Some especially vicious Uratha have been known to mortally wound a
human and allow him to die slowly enough to perform this ritual. During the course of the rite, the
subject dies or shuts down permanently, and a small amount of Essence is released, which can then be
absorbed by the ritualist and any participants.
Performing the Rite: The Rite of the Final Sunrise must be performed in the last moments of
darkness before the sun rises. The ritemaster stands on the western side of the subject, facing east, and
marks him or it with rust, dirt or blood. The ritemaster then changes to Urshul or Urhan form and howls
to the sun (any other Uratha present can join in this howl, but it isnt necessary). The ritemaster must
howl until the first ray of sunlight touches the target, so timing (or stamina) is important. The subject
expires (in the case of a living creature) or falls apart (in the case of a machine) as soon as the light
touches.
Dice Pool: Harmony
Action: Extended (10 successes needed; each roll represents one turn)
Roll Results
Dramatic Failure: The ritemaster stops howling too soon. Sunlight strikes the target and
rejuvenates it as Coyote laughs from somewhere in the spirit wilds. The subject of the rite will live or
function for at least another day before dying or ceasing to function (unless, of course, the frustrated
ritemaster destroys it anyway). In any event, this particular subject will never work as a focus for this rite.
Failure: No successes are gained at this time.

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.

Found, Rite of the ()


The Pure prize nuzusul. If the nuzusul is abducted before his First Change, the Pure can hide him
from Lunas gaze and prevent the burning of auspices. Those Pure who have never been marred by her
touch are considered by many to be the pinnacle of purity within the three tribes. Thus, finding nuzusul,
whatever the cost, is a priority for many packs.
This rite allows the ritemaster to track a nuzusul as if the ritemaster has already tasted the
subjects blood. By transubstantiating the ritemasters own blood as the blood of the target and then
consuming the blood the Pure can track a pre-Change werewolf per the rules of Preys Blood. The
ritemaster neednt know who the subject is, or even if one exists: if a nuzusul is within five square miles,
his blood transubstantiates. (If more than one is within that range, the ritemaster gains a bonus to track
whichever one is closest.)
Performing the Rite: The ritemaster must place a stone in a vessel, and then bleed over the stone.
How he bleeds matters little, though many use a whetted claw or knife. The vessel must be heated so that
the blood boils around the stone. When the stone is hot (after the blood has begun to congeal), the
ritemaster must swallow the stone whole. Whether or not this rite is successful, upon swallowing the
stone the werewolf takes one aggravated level of damage from where he cut himself to spill the blood.
The wound literally spasms and burns; upon healing, the wound forms a scar that will not go away.
(Some Pure consider such scars as badges of honor, showing how many nuzusul they have potentially
hunted.)
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute)
Roll Results
Dramatic Failure: The ritemasters blood transubstantiates to the blood of the wrong target (the
bonus for Preys Blood still applies, but not for nuzusul). The ritemaster doesnt realize this, and likely
tracks the wrong target.
Failure: No successes are gained.
Success: When all successes are gained, the ritemaster gains the +4 bonus toward tracking a preChange werewolf as if the ritemaster had tasted the nusuzuls blood (see Preys Blood, pp. 179180,
Werewolf: The Forsaken). The ritemaster can use the Shared Scent ritual to give his packmates a taste of
the blood, as well. This rite lasts for a number of hours equal to the ritemasters Primal Urge. Once that

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).

FORBIDDEN FLESH, RITE OF ()


The Lodge of Wendigo is well aware of the secrets and the strength within blood, flesh and bone.
By taking into themselves parts of their enemies, those werewolves with particular loyalty to the
cannibal-spirit also take in their enemies power be it knowledge or physical might.
This spiritual magic is clearly unacceptable within the greater body of Forsaken culture. The
Uratha within the Lodge of Wendigo must be ever vigilant that they do not fall from Harmony by
pursuing this rite too readily. Any werewolf ever caught teaching the Rite of Forbidden Flesh to an
outsider is signing his death sentence. Wendigo himself senses the use of these rituals, and will appear in
wrathful form should his lodge be betrayed. Overusing the Rite of Forbidden Flesh is a certain way to
tempt degeneration and insanity.
Performing the Rite: The ritualist must have eaten and swallowed at least a mouthful of human,
wolf or werewolf flesh within the last hour to perform this rite. If he has done so, the werewolf can
enhance his own strength, drawing on the favor of his totem and its cannibalistic power. The ritemaster
meditates upon the act of cannibalizing another living creature as he beseeches the lodge totem for health
and strength. Some werewolves believe that the ritual unlocks the supernaturally potent aspects of
cannibalism, though some are certain it is a way to literally contact the totem with a show of dedication.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails, and the werewolf automatically loses a point of Harmony from
the guilt and corrupt nature of this act.
Failure: The rite fails. The Uratha must eat more flesh if he wishes to make another attempt.
Success: The cannibalistic act has infused the werewolf with healing energy and strength. For the
next hour, he gains one additional Health point and +1 Strength (both are cumulative with shapeshifting
modifiers).
Exceptional Success: The bonus lasts for the next four hours.

GRaVES BOUNTY, RITE OF THE ()


Graves are seldom anchors for ghosts. Many ghosts dont even realize that they are dead, and so
dont know they have graves. And yet, a persons grave is the focus of a great deal of emotion, and that
energy has to go somewhere. Years ago, a Bone Shadow Ithaeur learned that the energy tends to soak
into the headstone or monument, and that a patient werewolf can harvest it.
The Bone Shadow who discovered this rite was a member of the Lodge of Death (see p. 88 of
Werewolf: The Forsaken), and he made a vow that if anyone teaches the rite to a werewolf outside the
tribe, there must be a price extracted in blood. Its not a very commonly known rite anyway, and Bone
Shadows tend to be possessive of it, but sometimes a werewolf teaches it to a non-Bone Shadow
packmate. If she does so, she must make the learner bleed, usually by slashing, biting or just punching
him in the nose. If the werewolf exacts any retribution, even a snarl or a curse, the rite will never function

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

Subject performs exceptionally during the ordeal


Subject performs poorly during the ordeal

Maenads, Rite of the ()


This ritual allows the Uratha to make a prophecy regarding the likely result of a specific course of
action. Specific actions that arent likely to be life-threatening or have long-lasting effects to the chronicle
are much easier to augur than events of major importance that could occur far in the future. Will I
prevail in my combat with the magath tomorrow? is an example of a good augury. Will I live past 50?
is not.
Performing the Rite: This rite must be performed in a natural setting during the night of the
ritualists auspice moon. A sacrificial animal is required, normally a bird or four-footed mammal. The
ritualist poses the question in Dalu form, then shifts to Gauru, eviscerates the sacrifice with its claws, then
shifts back to Dalu to read the results in the creatures entrails, the patterns of blood, or even its flavor.
The Lodge of Mania is rumored to practice human sacrifice in accordance with this rite, though normally
only during lodge meetings and for especially important auguries.
Dice Pool: Harmony
Action: Extended. (Twenty successes needed, +10 successes for an occurrence far in the future,
+10 for major questions, such as of life or death, +10 for general rather than specific questions;
each roll represents five minutes.)
Roll Results
Dramatic Failure: Dishonoring the Rite of the Maenads threatens the ritualist and all around him.
The ritemaster must make a Resolve + Composure roll or immediately fall into Death Rage. Furthermore,
the werewolf may not perform the rite until the next night. In addition, the ritemaster may never perform
the rite for the same question again.
Failure: No successes are added.
Success: Successes are added. Once the total is accumulated, the rite is successful and the ritualist
will speak with an unearthly voice, repeating the question and telling the questioner that the likely result
will be good, bad or both good and bad.
Exceptional Success: Several successes are gained in a short time. If five more successes are
gained with the final throw than are needed, an exceptional success is achieved. The augury moves
beyond that which is predictive, or likely to that which seems ordained. For the time of the events for
which the augury is made, any action that conforms to the predestined result gains a +1 modifier.
Actions that go against the result gain a 1 modifier.

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

MaRK OF THE BLaCK WOLF ()


The Hunters in Darkness cant kill werewolves who violate the Hunters territories. Rather, they
can, but doing so is a violation of the Oath of the Moon, and the Meninna value their Purity. Long ago, the
tribe (so legend has it) asked Black Wolf for a method to mark trespassers without killing them, so that
other Hunters would know the interlopers and be wary. Whether it was actually Black Wolf who
responded or simply one of her servants, the result was this rite.
The Mark of the Black Wolf doesnt require that the subject be physically present, but its much
easier that way. The rite marks a subject (who is usually, but not necessarily, another Uratha) with a
spiritual brand similar to a Renown tattoo. Any werewolf can sense something wrong with a marked
person with a successful reflexive Wits + Composure roll, and Gifts designed to detect lies or other
malign intent (including Scent Beneath the Surface, Sense Malice or potentially even Death Sight, as well
as any Gift that allows a werewolf to see Renown brands) perceive the Mark automatically. The Mark is
usually in the form of a First Tongue glyph for sacred with a claw slash through it, since the Mark of
the Black Wolf is most commonly bestowed upon werewolves who violated a Hunters territory.
Occasionally, a werewolf violates such a territory or otherwise wrongs the tribe and comes to
accept his mistake. If a werewolf willingly submits to this rite, the Mark remains, but it can only be seen if
another werewolf specifically looks for it. That is, it doesnt trigger the reflexive roll to sense the Mark.
Accepting just punishment this way is a mark of Honor, and the Meninna usually consider that the end of
the matter.
The Mark of the Black Wolf can be bestowed upon beings other than werewolves, but doing so is
more challenging to the ritualist. At the Storytellers discretion, other supernatural beings might be able
to detect the Mark with their respective powers, though they probably dont have any context for the
symbol.
Performing the Rite: Some representation of the target must be present, even if it is only a
footprint or an article of clothing. The ritualist invokes Black Wolf, explains the nature of the targets
crime against the tribe and then changes to Urshul and steps down firmly upon the targets chest (or the
chosen representation). The mark burns itself into the targets flesh. At that moment, the ritualist drags
his foot backwards, scarring the target further. Even when the wound heals, the Mark of the Black Wolf is
visible to those who know how to look, and its always visible in the Hisil.
Dice Pool: Harmony
Action: Extended and contested (10 successes; each roll represents one turn). Target can choose to
resist, with the targets player or Storyteller rolling Harmony (or equivalent Morality score) with
a negative penalty equal to the Purity of the ritualist.
Roll Results

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.

MOONS LOVE, RITE OF THE ()


The children of Father Wolf learned in the earliest days that their mates and children couldnt
bear to see them in their Dalu, Urshul or Gauru forms. Lunacy was so terrible that even werewolves
most beloved were driven to terror. The Uratha learned to avoid their war forms around their children
and mates, but at times it was impossible. Whenever a werewolf was forced to take one of those forms to
fight an enemy who had tracked him to his lair, his mate and children would be gripped by madness,
sometimes even fleeing to their deaths. It was a grieving Ithaeur, they say, who begged Amahan Iduth for
a way to protect the offspring of other werewolves from a similar fate. Mother Moon took pity on him
and taught him the Rite of the Moons Love, which prevents Lunacy from taking hold quite as strongly as
it otherwise might at least, for those who already share a measure of wolfs blood.
Performing the Rite: The ritemaster grasps the subjects hands in his own and leads her in a
ritual chant in the First Tongue, begging for acceptance. The ritemaster or subject must lay a single silver
coin on the ground between them as chiminage to the Lunes. The ritualist then cuts his finger or hand
and traces symbols of the moon on the subjects face. The last of the blood is smeared onto the silver coin
(which disintegrates into a whiff of smoke as the Lunes accept the offering), along with a final, pleading
howl.
The subject of this rite must possess the Wolf-Blooded Merit; the effects are cumulative.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one minute)
Roll Results

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.

THE MOONS VEIL, RITE OF ()


For members of the Lodge of Salvation to have a chance to reach a rescued Pure werewolf, they
need time to gradually break down the blocks and mental scars imposed by the Pure Tribes
indoctrination. Time is a rare commodity when the Pure have been roused, though. This rite allows the
ritemaster to temporarily hide the subject from the Pure Tribes, masking her from any supernatural
attempts made by the Pure or their spirit allies to detect her. This rite does not work on targets that
possess auspices.
Performing the Rite: This rite is relatively simple, as befits the urgent circumstances under which
its often invoked. The ritemaster embraces the subject as if attempting to shield her with his own body,
and softly sings a chant to Luna and her spirits, asking for her to return her blessings to her wayward
child.
Cost: 1 or more Essence
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost.
Failure: No successes are gained.
Success: Successes are gained toward the total required. If the total reaches 15 or more successes,
the subject is blessed with the Lunes favor. Any supernatural attempt to detect the subject made by a
werewolf or spirit is at 4 dice. The effects last for a night and a day, plus an additional 24 hours for each
point of Essence beyond the first that the ritemaster spends.
Exceptional Success: Successes are gained toward the total required. If the total reaches 20 or
more successes, the blessing increases to a 6 penalty to detection rolls

New Coat, Rite of the ()


This rite was taught by Fox Master-of- Guile shortly after the Fire-Touched took over the lodge.
Rite of the New Coat enables a Pure werewolf to remove all telltale signs of his true nature in his spirit
form, and also affords a degree of protection from most other means of discerning the true nature of the
wolf.

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.

OPEN MOON GaTE ()


This rite opens a previously prepared lunar road between two loci. This rite can only be
performed in the Hisil. Lunar roads are secretive tunnels within the Shadow. Their existence is never
obvious, and even spirits or other supernaturals who have some reason to suspect the existence of Moon
Gates have an incredibly difficult time detecting them when in use. (The negative modifier is equal to the
combined ratings of the two loci, maximum 5.) This also affords safety to the Uratha, as Luna protects
her servants from attack while using them. Finally, and most importantly to her crusaders, Moon Gates
are fast, often allowing the Forsaken to travel much more quickly between loci than modern
transportation could hope to. In this way, crusaders do not have to outnumber all of their foes when they
are able to mass enough forces at critical points and join together to fight those greater than a single pack.
The gateway stays open for a number of turns equal to the amount of Essence contributed to the
rite. The ritemaster does not have to journey along the lunar road, and any who enter are carried to the
end.
Performing the Rite: The ritualist must hold a pathstone dedicated to the destination loci. She
simply howls to the appropriate Lunar Choir to guide them to the destination. If successful, the gate

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

Five or more Pure are present during the ritual.


Ten or more Pure are present during the ritual.
The ritual is performed during a full moon.
Target has Wolf-Blooded Merit.

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.

SLEEPING SEER, RITE OF THE ()


This ritual allows the Lodge of the Final Winter to dream what the lodge members believe is the
coming end of the world. Once the ritual is complete, those involved fall into a mystic slumber and meet
in a shared dream of the End Times, as described on p. 173.
Performing the Rite: The ritual begins with the ritemaster ritually blessing a chalice of rainwater
with a few chunks of soil and a drop of blood for each dreamer sharing in the experience. As the
ritemasters blood drips into the murky water, the werewolf speaks the name of every soul present who
will be sharing the vision. This rite does work on non-Uratha, though only wolf-blooded humans may
enter the joint dream (non-werewolf characters must at least have the Merit: Wolf-Blooded to be
involved).
Once the chalice is blessed, each character present takes a sip from the foul-tasting liquid, and
falls into a light trance, entering the shared dream.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The ritemasters dream fails to imprint as intended within the minds of those
who shared the ritual drink. Instead, the mind-link is unstable and chaotic, though still present in some
form. For a months duration, each time the ritemaster dreams as part of her natural sleep, there is a small
chance one of the characters present at the failed ritual seeing the ritemasters dream in her own
slumber. Characters experiencing the ritemasters dreams in this manner are unable to affect what they
see in any way, but its an eerie, curious (if totally accidental) way of seeing inside someones head
without that person ever knowing.
Failure: The rite fails, though the ritemaster is free to make another attempt after the following
moonrise. The characters who were to be involved may suffer potent dreams and nightmares for a few
nights, but there are no concrete aftereffects.

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.

SUBDUING HUNGERS RITE ()


There are many ways to die when alone in the wilderness. Dying of thirst and hunger are two of
the most unpleasant, not least of all for the sheer length of time they take. While most Uratha have little
difficulty finding an amount of food and water sufficient to keep them functioning, werewolves get into
all manner of predicaments. One can find herself in the middle of a desert, in the arid arctic or stuck in
the middle of the ocean. That is when the Subduing Hungers Rite becomes necessary. It allows the
werewolf to continue to function as if fed and watered for a few extra days, sometimes just enough to
ensure that she lives.
Performing the Rite: This rite can be performed on any werewolf, but it is usually performed by
the ritemaster on herself. She bites her tongue or lip, or cuts herself and licks the wound, then ingests the
blood. She then burns each of her feet just enough to raise light blisters, though these quickly heal. If the
spirits hear her, she ceases to feel the urges to eat or drink. At this point, the werewolf expends at least
one Essence to empower the rite.
Cost: 1 or more Essence
Dice Pool: Harmony
Action: Extended (25 successes; each roll represents one minutes worth of effort)
Roll Results
Dramatic Failure: All successes are lost, as is any Essence spent.
Failure: No successes are gained at this time. Success: Successes are gained, and, if the total is accumulated, the werewolf will not need to eat or drink for a number of days equal to the number of
Essence points spent. Not only does she not feel any urge to do so, her body does not react to the lack of
sustenance until the rituals effects ends. When the effects of the ritual dissipate, the werewolfs body
suddenly notices what it has been missing. A werewolf who lacks food but has water, or vice versa,
should consume what she has although she feels no need, reducing the harsh backlash at the end of the
ritual.
Exceptional Success: No additional effect beyond the extra successes gained.

TO THE CaNNONS MOUTH ( OR )


Different Storm Lord packs perform this rite for different reasons: some use it as part and parcel
of initiation. Some use it as a test, others as proof of a werewolfs obvious authority. Finally, packs may
use this rite as punishment, a watermark of ones worthor his worthlessness.
In this rite, a pack tests a werewolfs mettle by running him through a barrage of physical
damage and pain. They might beat him with bats. They perhaps harry him like wolves do play, nipping
at his heels, slamming him into walls and knocking him down steps. In the city, the pack might bind him
to a fire escape and blast him with the spray from a fire hose (if that doesnt sound that bad, then youve
never been hit in the chest with the water from a fire hose). The test is, can the werewolf suffer the
barrage of attacks without an utterance of pain, without a strangled cry or a peep through gritted teeth?
The name of the rite comes from an old Storm Lord tradition forged at sea with the pirates and
shipmen of the tribe. The tradition was to march the werewolf up to the mouth of the cannon and
thenfire it at his torso. The Werewolf would take the brunt. The stories say that some could tighten up
their prodigious chests so tightly that the cannonball would bounce off, whereas others dropped to the
deck with a shattered breastbone. Whether this story is even true ignores the point of the ritual: not to test
how a werewolf can shrug off damage, but how well he can maintain the face of strength in the power of
such sudden pain.
Performing the Rite: The ritemaster prepares the target of the ritual by shaving his or her head
(one cant conceal the face of weakness behind long, stringy hair). All participants in this rite must mark
the target with fingers of blood some write words or glyphs on the targets naked flesh, others might
simply rub gristly smears of the stuff.
The participants then must do enough bashing damage to the target so that his entire Health pool
fills with it. How they do the damage is up to the rite master: a gauntlet of tire irons, shotguns firing off
bean bags, choking, whatever. The target must not show any kind of weakness. He can run, he can try to
escape the damage (though the rite cannot be fulfilled until he suffers all that he can suffer, but some
ritemasters will demand that the target flee as prey would during a hunt). But his face must not show
moments of pain, and he cannot cry out or make any kind of utterance revealing his suffering.
(Storytellers might demand that the target succeed on a Resolve + Composure roll; failure on this roll
means the target shows weakness, but can negate that by spending a Willpower point.)
Performing bashing damage against the target is the version of this rite. The Storm Lords do
have a version, however, and this version requires that the damage be lethal either lethal from
the get-go, or bashing made to turn to lethal. This is obviously more dangerous, pushing the target closer
to the edge of death to test his strength.
Dice Pool: Harmony
Action: Extended (a number of successes must be met equal to the targets total Health score;
each roll represents 10 minutes of pain delivery)
Roll Results
Dramatic Failure: All successes are lost. The subject must roll for Kuruth. The ritual must be
reattempted another day.
Failure: No successes are gathered toward the total.
Success: Successes mount toward the total. Once the total is reached, the rite is over and the pain
can stop. The target has hopefully proven his mettle. If he did not show weakness during that time, he
gains a rather potent benefit upon healing all the damage suffered. For a number of days equal to the
werewolfs Primal Urge score, that werewolf becomes immune to the type of damage suffered (if the
three-dot version was performed, he becomes immune to bashing damage, and if the four-dot version

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.

Toxic Scar, Rite of the ()


It is through the Rite of the Toxic Scar that the Volki form a bond with a spirit of poison. The rite
is a secret carefully guarded by the pack and only performed on Fire-Touched who are deemed worthy
by the pack alpha of the Volki. Before the rite, the initiate must swear an oath to take up the duty of
cleansing the Earth of the sinful in Gurim-Urs name, and he must vow never to use his ability on one of
the Pure.
Performing the Rite: The dangerous Rite of the Toxic Scar must be performed upon the subject
by the pack alpha of the Volki. The subject is stripped of any clothing by the pack, symbolizing his
nakedness before the all-knowing wisdom of Gurim-Ur. The ritemaster slices open the skin of the subject,
creating long, painful gashes across his entire body. Then the ritualist slowly infects each wound with a
single poison, over which the subject will gain control. The poison enters the subjects bloodstream in
high to deadly amounts, causing a spirit of the poison to form within the body of the werewolf. Then the
subject is left alone to fight the toxin within his body, and it is only through the strength of his faith that
the werewolf survives and gains the poison-spirits respect. When (and if) the subject returns to the Volki
pack, waiting nearby, the pack alpha announces his new title as the master of the poison with which he
was infected.
The subject may not be aware over which spirit of poison he will be given authority until this
point in the ritual, when it is referred to by name. Eventually, the wounds inflicted during the rite heal
over, taking on some hint of the poison (for example, scars left by mercury poisoning may take on a
silvery hue, while scars left by ergot poisoning may appear tinged with black mold).
Dice Pool: Harmony
Action: Extended (20 successes required; each roll represents one turn)
Roll Results
Dramatic Failure: The rite fails. The subject of the rite is permanently damaged as a result of the
poisoning. For example, those infected by mercury may go insane, while ergot poisoning may make the
subjects hand or foot rot off, crippling him for life.
Failure: No successes are accumulated and the rite fails.
Success: The rite succeeds. The werewolf achieves dominance and complete control over the
spirit of the poison with which he was infected, gaining a Toxic Familiar (see below). Additionally, the
werewolf is now immune to all effects of that poison.
Exceptional Success: The rite succeeds. The Toxic Familiar bonded to the werewolf during the
rite may take one more Numina than is typically allowed at creation.

Twin Skins, Rite of ()

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

Participants are blood relatives

WaKE THE SPIRIT ()


When the Gauntlet rose and the two worlds were separated, many spirits fell into slumber, their
voices no longer heard. In the years since, countless objects have come into being without their spirits
being stirred. To this day, although many spirits roam the shadow world, many, many more places and
objects have yet to be awakened. This rite allows a werewolf to rouse a dormant spirit from slumber,
effectively summoning a new spirit into existence.

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.

WaKEN THE FELL WOLF ()


In days of old, the Valkyries often hunted and warred at the head of their own pack of feral
wolves. This rite was more commonly used before the modern age, when more people owned large
numbers of working dogs and wolves were more common, but still has its uses even now. With this rite,
a Valkyrie may temporarily waken the predatory spirit of domestic dogs or enhance the prowess of a
group of wolves creating a temporary pack for herself, normally for the purpose of hunting or defense.
Valkyries do not use this rite lightly. Although they will use it to battle a strong foe, they will not throw
away the lives of these animals. Once the animals are ennobled with this ritual, the Valkyries treat even
mere dogs as wolfbrothers.
Performing the Rite: This ritual must be performed at night. The subject(s) can be from 110
large dogs, up to no more than two dogs per dot of the ritualists Primal Urge. The ritemaster must keep

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).

aLPHaS BLESSING, RITE OF THE ()


This rite is a particular favorite of the Lodge of Winters ritualists, as it offers power for power
those who obey the ritemaster are rewarded with spiritual might. According to lore, the rite was
originally stolen from the Ivory Claws, who used it to cement their leadership position over the other
Pure. This rite works only on participants who are willing to swear obedience to the ritemaster; for as
long as they follow his orders, they are mystically fortified, but should they disobey or question him at
any point, the blessing ends. Despite the relatively painless consequences of disobedience, many Uratha
are unwilling to receive the blessings of this rite particularly other Storm Lords. It is a rite that offers its
power only to those who are willing to bend knee.
Performing the Rite: Those who are willing to be subjected to the rite must gather before the
ritemaster in a fashion that demonstrates their willingness to obey; it is common to kneel, though some
prefer to take wolf form and hold a submissive posture. The ritemaster anoints each of the subjects with
her own blood, a sign of her willingness to lend them power. As the ritemaster proceeds, she asks
repeated oaths of loyalty from the recipients in the First Tongue each one a formal charge such as
Should I ask it, you will give me food and Should I ask it, you will kill. To each charge, the recipient
responds in the First Tongue, Ha sehah I obey. At the completion of the rite, the ritemaster must
give the subjects at least one command to prove to the spirits that she truly seeks obedience Do as
you will and similar orders mock the purpose of the rite, and are not acceptable. Most Winter Lords
have no difficulty whatsoever in finding orders for their allies, of course.
Dice Pool: Harmony
Action: Extended (10 successes per recipient; each roll represents one minute)
Roll Results

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

aNGRY STREETS, RITE OF ()


In The Art of War, Sun Tzu teaches that you must choose and control your battleground if you
want victory. In the urban jungle, the city-speakers can control the battleground like no others.
Experienced members of the lodge and only experienced members are taught this rite are enough in
harmony with the agendas of the city-spirit to rouse them in anger to make life ever harder for mutual
foes of the werewolfs pack and the city itself. The very city itself seems to turn on the enemy, making
even the simplest task, such as passing through a door or navigating the streets difficult. Door jams and
curbstones reach out to trip him up and urban animals attack unexpectedly from the shadows.
Performing the Rite: The ritualist walks the streets of the city, making purposeful, physical
contact with as many buildings as he can. Some werewolves rest their foreheads against the objects
theyre talking to, while others lay their palms flat against their subjects. Some just walk along, running
their fingers against the brickwork, leaving angry spirits in their wake. To each building, he whispers of
the evil of the enemy they face. To very road and sidewalk, he tells of the harm that will be done to the
city. To every animal lurking in an alley, he howls of the coming predator. He must spend at least half an
hour per area the size of a city block to rouse the spirits and set them against the werewolfs prey. This
rite cannot be performed more than once in any lunar month without offending the citys spirit.
Dice Pool: Harmony
Action: Extended (15 successes; each roll represents half an hour)
Cost: 1 Essence
Roll Results
Dramatic Failure: All successes are lost.
Failure: No successes are gained.
Success: Successes are gained toward the required total. If the number of successes reaches 15 or
more, the rite takes effect. The werewolf may nominate one target, or a group of multiple targets that are
bound together by spiritual ties (such as a group of Hosts or a werewolf pack). If the werewolf chooses to
name multiple mutually bound targets, he may nominate up to one target per point of Harmony.

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.

Battle Brand, RITE OF THE ()


A pack of howling, snarling Uratha wearing the war form and charging out of the darkness with
Rage in their eyes is an intimidating sight. Most any human, and more than a few of the supernatural
denizens of the World of Darkness, would flee in abject terror at such a vision of death bearing down on
them. But when the natural intimidation factor of a werewolfs Rage isnt enough, the Blood Talons
employ this rite, to pump themselves up before a battle and to intimidate their foes.
Although many Blood Talon ritualists agree that the Rite of the Battle Brand is an original
creation of their tribe, this rite has a bad reputation in some areas contested by the Pure. The imagery of
the ritual is undeniably similar to that used in the rites of the Fire-Touched, and the Izidakh are known to
employ similar pre-battle rituals. Whether this is a case of parallel evolution or one tribe appropriating
the rituals of their enemies, ritualists are advised to step lightly when performing this rite in territories
where war against the Anshega is common.
Performing the Rite: On the eve of battle, the ritualist and any participating werewolves gather
in a large, open space and build a fire. This could be anything from an inferno in a clearing in the woods
to a burning trash can in an empty parking lot, as long as the fire is at least bonfire-sized. Once the fire is
banked up to its full intensity, the werewolves begin to circle around it, moving in a stuttering, uneven
counterclockwise loop. As the shadows dance and flicker, the pack members change shape at random,
striving to match their changes to the shifting firelight. The ritualist stands in the center of the ring next to
the bonfire and shouts exhortations to Glory and Honor in battle. The ritual often takes a call-andresponse form, with the ritualist bellowing a challenge that the participants answer with shouts, roars or
howls. Finally, when the assembled werewolves are judged to be suitably worked up, the ritualist calls
each forward in turn and sears him with a brand from the fire. The brand is usually made on the chest or
arm, but some Blood Talons prefer to mark themselves on the brow. The brand inflicts a minimum of one
point of lethal damage, but it is considered a point of pride to wear a more severe brand into battle. The
recipient of the brand may choose how many points of lethal damage he suffers. Mark any Health boxes
filled with lethal wounds by the brand with a small dot below the box to more easily track the rites
Duration.
Dice Pool: Harmony
Action: Extended (at least two successes per Uratha to be blessed; each roll represents five
minutes of psyching up)
Roll Results
Dramatic Failure: The ritualist fails to properly stoke the blood of the assembled warriors. All
present take a 1 penalty on shapeshifting rolls and attack rolls until the next moonrise.
Failure: No successes are accumulated.
Success: The ritualist makes progress toward working the assembled werewolves into a battlehungry mindset (see below).

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

BLINDING THE EYE ()


Members of the Lodge of Winter continually search out new rites of all sorts, but are of course
partial to those rites that increase their personal power. Blinding the Eye is an example of the worst of
these rites, those that do not enhance the ritemaster so much as weaken or injure his enemies. The
werewolf with this rite who obtains a personal possession or bit of body matter from a target can use it as
a bridge to strike his enemy blind. Though the effects are not usually permanent, a cunning Storm Lord
will time the rite for maximum effect during a targets morning commute, for instance.
Performing the Rite: The werewolf must have some sort of object with a sympathetic link to the
target; the closer to the eyes, the better. An eyelash is considered the ideal ritual focus. The ritemaster lets
some of his blood fall on the focus as he chants the formal curses in the First Tongue. If the rite is
successful, the victims vision is overcome with a blood-red haze that quickly deepens to pitch blackness.
Dice Pool: Harmony
Action: Extended (5 successes; each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost. If the ritemaster did not already have any successes to
lose (such as on the first roll of the rite), the curse backfires; the ritemaster is blinded for 10 minutes as his
target would have been.
Failure: No successes are gained.
Success: Successes are gained. If the werewolf reaches 5 or more successes, the rite takes effect.
The target must roll Resolve + Primal Urge the ritemasters Harmony. Success indicates no effect;
failure indicates the target is struck blind for one minute per success. Humans are particularly susceptible
to this rite, and lose their vision for one hour per success if they fail the Resolve roll.
Exceptional Success: Successes are gained. If the werewolf reaches 10 or more successes, the rite
takes effect as above, but the duration is increased to one hour per success (or permanently, in the case of
a human target).
Suggested Modifiers
Modifier Situation
+1
+1
1

Sympathetic material is vision-related (eyeglasses, eyelash)


Sympathetic material is part of the targets body (nail clipping, hair, blood)
Sympathetic material is not part of the targets body (shirt, wallet)

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

CHOSEN GROUND, RITE OF ()


Many werewolf packs shape their territory to suit their tastes. Physically, doing so might involve
planting trees where more belong or slaughtering humans that detract from the territorys worth.
Changes to the spirit world in a packs territory take much longer to effect with a few exceptions. The
Rite of Chosen Ground is one. This ritual allows a pack to infuse the spirit reflection of its territory with
the kind of Essence that members prefer, influencing the areas resonance and hopefully attracting
specific sorts of spirits while repelling unwanted ones.
Performing the Rite: The Rite of Chosen Ground is usually performed as the culmination of a
packs efforts to shape its territory. (For more details on this process, see Reshaping the Spirit World, p.
264.) The rite requires the presence of a locus as the focal point. The actual details of the rite vary greatly
between packs, as the particulars depend on the sort of resonance the group attempts to invoke. For
example, an effort to bring out the resonance of strength may involve rituals of mock combat, heavy
exercise and the erection of standing stones or other large monuments that attest to the power of the

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.

Darkest Night of Winter ()

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

Total cloud cover


Visible starlight
Visible moonlight

DEaD LIGH T, RITE OF ()

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.

DESERT RaIN, RITE OF ()


Ordinarily it takes years for a Barren to heal and become fertile again, if it ever happens at all.
The Rite of Desert Rain temporarily undoes the effects of a Barren, allowing Essence to flow through the
area once more. With repeated applications of this rite, and no small amount of luck and hard work to
encourage Essence to continue flowing after the rites effects end, healing a Barren completely over time
is possible.

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.

EsSENCE FENCE, RITE OF THE ()


The spirit world is a constant flow of essence, with the universes energy flowing in many ways
among spirits and Uratha alike. The Great Darkness perverted that natural order, injecting the Darkness
own corruptive Essence into spirits and turning them over to its cause. The Rite of the Essence Fence was
devised as a means of combating that threat, although the ritual has found other use. When complete, the
Rite of the Essence Fence keeps Essence from being transferred into something by any means.
Performing the Rite: The ritualist walks the perimeter around the area he wishes to protect; his
footprints are infused with the Essence he spends to initiate the rite. The ritualist must remain in motion
for an entire hour; he can retrace his steps, but for the rite to be successful, he must complete the
perimeter at least once. As such, the maximum area possibly affected is limited by the ritualists own
mobility.
At the completion of the circuit, the ritemaster declares the length of time the fence is to remain
erect, with no minimum duration and up to a maximum length of one lunar month. He also declares
whether the fence will be or invisible or visible in the Hisil; this decision will determine whether the
glowing footprints fade away or remain visible.
Cost: 2 Essence
Dice Pool: Harmony
Action: Extended (15 successes required; each attempt takes 10 minutes, and no more than six
attempts can be made in the hour-long ritual)
Roll Results

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.

EYES OF THE CITY ()


This rite mimics one of the legendary powers of the great city-spirit, allowing a werewolf to see
through the eyes of any human who lives within the city limits. Ritualists might use this rite to divine the
location of a hated enemy, or eavesdrop on the dealings of a loved one or contact. The werewolf has no
control over the actions of the subject, and merely sees and hears what the subject senses. The images and
sounds replace the characters own senses, and only revert back to normal when the magic of the rite
eventually fails, or the character speaks a word of severance.
People who share close ties to the werewolf are easier to ride in this manner, and wolf-blooded
are especially susceptible. The rite fails to function if used on supernatural creatures such as Ridden,
vampires, mages and ghosts, though the rite works on wolf-blooded, acolytes and ghouls. Performing
this rite upon a friend or relative without informing her beforehand is considered rude and unworthy.
Performing the Rite: The ritualist gathers one or more items related to the subject of the rite
(personal items, money recently given, etc.) and howls to the spirit of the city, pleading to be allowed to
share the mortals senses. When the city-spirit establishes the link, the werewolf must speak a First
Tongue word of breaking that will sever the contact when he desires. Otherwise, the rite lasts for a
number of hours equal to the ritemasters Harmony.
Dice Pool: Harmony versus subjects Resolve
Action: Instant
Roll Results
Dramatic Failure: The call to London fails; the ritualist is unable to use the rite on the same
subject for another month.
Failure: The rite simply fails.

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

Dice Pool: Harmony


Action: Extended (15 successes + 10 successes per level of the fetish to be created; each roll
represents one minute)
Roll Results
Dramatic Failure: All accumulated successes are lost; the vessel is ruined, and the spirit is freed
from its binding.
Failure: No successes are added.
Success: Successes are added, and when the required number is accumulated, the fetish is
created.
Exceptional Success: No additional effect beyond the several successes gained.
Suggested Modifiers
Modifier Situation
+2
+1
+1
+1
+1
+1
1
1
2

Chiminage is very valuable to the spirit


Spirit is sympathetic to the werewolf or the werewolfs goals
or more The werewolf outranks the spirit*
Chiminage is particularly valuable to the spirit
The fetish vessel is of fine quality
Werewolfs pack totem is of the same brood as the spirit
The spirit outranks the werewolf* Or more
The fetish vessel is poorly made
Spirit is hostile to the werewolf or the werewolfs goals

*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.

FORGE LUNaR ROaD ()


This rite links two loci, allowing the users of the Open Moon Gate rite to safely and quickly travel
between the two. This rite is considered a holy blessing from Luna herself. A locus may have two lunar
roads per rating.
Performing the Rite: While only one ritemaster need perform the ritual, this rite calls for the
cooperation of two to prepare. First, the two must create touchstones at their loci, then exchange them. At
this point, the ritemasters also agree upon the warning alarm, some sensory clue that the gateway is
being opened from the other side. These touchstones are placed within the locis area of influence during
the ritual, which must be completed before the Essence within them fades (one to three days). When the
ritual is successfully completed, the touchstones become pathstones, mystic keys to the other locus. If
they are ever removed, the lunar road is broken, and the ritual must be repeated. While most often stone,
similar to touchstones themselves, pathstones can be composed of different substances, such as wood,
skulls or even plastic and silicon.
Dice Pool: Harmony

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.

GREaTER OaTH, RITE OF THE ()


Greater Oaths are also called greater fainings, pack oaths, ring oaths and oaths of the tree.
Greater Oaths are sworn between one group of Uratha and their totem and another group of
Uratha and their totem. Ring oaths cannot be sworn between individuals. A Greater Oath requires the
involvement and acquiescence of two totems that witness and bind the oaths. Any Uratha who joins such
a pack later on assumes the oath as well when the werewolf accept his totems patronage.
These oaths are often mutual protection agreements or bans, such as a binding agreement to
prevent some future territorial clash. Think of these oaths as either binding the members to do something
or to not do something. Breaking a Greater vow is a level 7 sin against Harmony (roll four dice).
Moreover, doing so is often enough to sever the ties between totem and the Uratha who venerate it. At
the very least, the totem will withdraw its favors until all of the offending Uratha perform the Rite of
Contrition.
While fulfilling an Oath both in spirit and letter the avowed Uratha can call upon the power
of oath itself, regaining one Essence and one Willpower immediately. Moreover, they gain +1 to all die
rolls for the scene. This bonus can be gained only once.
Example Greater Oaths:
Swearing to come to the aid if [named locus] is attacked
Promising to never enter a sacred site
Vowing to aid the other group if [named enemy] attacks
Swearing never to succor [named enemy]
Performing the Rite: This ritual always takes place at a tur, usually under a large tree. The ritual
involves the exchange of some special token is crafted by one group for the other, commonly rings,
armbands or torcs. The ritualists come together around a fire, sharing drink and food. Finally, the
ritemasters of each group call their totems to manifest and then swear the oaths before them, asking the
totems blessing and cooperation as every member sacrifices an Essence to the groups totem.
Dice Pool: Harmony
Action: Extended. (Two successes per total Renown of the participants; each roll represents five
minutes.)
Roll Results
Dramatic Failure: The rite fails immediately, and the ritemasters totem is offended. It refuses all
aid to the group until the ritemaster performs the Rite of Contrition. The ritual cannot be performed again
for one month.
Failure: No successes are gained.
Success: Successes are accumulated. When the total is reached, the totems ritually bow to one
another and the Greater Oath is cemented. Breaking a Greater Oath holds the same consequences as
breaking a Lesser Oath (see above).
Exceptional Success: Numerous successes are gained, and the participants gain a preternatural
sense when the oath is in danger of being broken. This may come as a rising of the hackles or a tingling
sensation given off by the tokens of the oath.

HIKaONS TRaIL, RITE OF ()


Black Wolf traveled the world over, learning the secret pathways of all lands and the hiding
places of dark things. This rite, known only to a few knowledgeable Meninna, allows the Hunters in
Darkness to find such secrets. Hikaons Trail can lead anywhere that the werewolf needs to go, and find
almost anything that she might need to find. Actually walking the trail can be dangerous, however, and
requires the utmost tenacity and mental fortitude. Stepping off Hikaons Trail can be deadly.
After performing this rite, the Hunter sees a set of paw prints leading off into the distance. These
prints appear fresh, even if the medium in which they are found is concrete or wood. The prints lead
directly to whatever the werewolf wishes to find, but the rite is much easier to perform when used to find
a place rather than an object or (especially) a person or spirit. Once the werewolf begins following the
trail, though, she cannot leave it. The journey doesnt take as long as it would if the werewolf were
traveling without benefit of the rite (see below), but even if the werewolf sleeps, she must do so with the
trail in sight. If she needs food, shed better hope that the trail takes her near game or someplace that she
can purchase a meal. Hikaon-Ur supposedly hunted without food or sleep for months at a time, but the
Uratha, still half-flesh, are ill-equipped to do this.
Once the quarry is in sight, the trail starts to fade. The werewolf knows that her journey is at an
end, but the Hunt is just beginning (for why call upon Hikaon-Ur except to find the target of a Hunt?).
When the trail fades, the werewolf regains all Willpower as if she had fulfilled her Virtue.
Performing the Rite: The ritualist names the target of the rite, describing the target in as much
detail as the ritualist can manage. As she does so, she punctuates the description with entreaty to Black
Wolf (her packmates, if any, keep a constant howl to the mighty Firstborn going). The ritualist then
changes to wolf form and performs a ceremonial hunt, chasing down and killing a rabbit or other small
animal as a sacrifice. If the hunt is successful, the paw prints immediately appear, and the journey beings.
Dice Pool: Harmony
Action: Extended (10 successes necessary; each roll represents 10 minutes)
Roll Results
Dramatic Failure: The trail appears, but it leads the werewolf into danger. Black Wolf apparently
disapproves of the hunt, and wishes to test the werewolf. If she notices that the trail is leading her astray
(and the Storyteller should provide opportunities for such), she can attempt this rite again with the same
target. If she reaches the end of the trail, she may not, even if she survives what waits for her.
Failure: No successes are accumulated toward the total. If the player fails to roll 10 successes
within a number of rolls equal to the werewolfs Harmony, the rite fails and cannot be attempted again
on the same target for one week.
Success: Successes are accumulated toward the total. If the player reaches 10 successes within a
number of rolls equal to the characters Harmony, the trail appears, leading to wherever the target can be
found. The journey to reach the target takes only 1/10th the amount of time that it would normally take
on foot, as the trail winds in and out of the Shadow and leads the werewolf down shortcuts that only
Black Wolf remembers. The only requirement is that the journey be possible with land travel only;
separate continents are too much even for Black Wolf.
The werewolf can stop to rest or take other actions as she wishes, but if the trail ever leaves her
senses entirely (she cannot see, smell or touch it), the rite ends. The werewolf might be in the material
world or the Shadow when this happens, and is probably miles from home.
Exceptional Success: Considerable progress is made toward the goal. If the rite ends successfully
and the werewolf has accumulated 15+ successes, Black Wolf takes a special interest in this Hunt. As the

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

Target is a place that the Hunter considers sacred.


Target is an object.
Target is a spirit.
Target is a living (or unliving) being.

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

The werewolf outranks the spirit


The spirit outranks the werewolf

OFFERING OF BLOOD aND SILVER ()

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.

MaRK OF THE DEaTH WOLF ()


As stated in the text, this rite ensures that a wolf-blood will become a ghost upon dying. The
Pickerings claim that Death Wolf taught one of their ancestors this rite centuries ago, but this is little more
than oral legend. Whatever the rites origin, it has no effect on werewolves or normal humans. Only
uragarum may benefit from it.
If a wolf-blood who has received the Mark of the Death Wolf undergoes the First Change, the
spiritual mark the rite creates (see below) fades, but leaves a patch of darkened skin in Hishu form,
visible in other forms as a patch of stark white fur.
Performing the Rite: This rite is a somber affair. It must be performed at night, and is
traditionally performed as the moon wanes. (The phase is irrelevant.) The subject is laid out on a stone
slab, and her forehead anointed with fresh blood. Traditionally, the blood comes from a relative, but the
rite functions regardless of the bloods source. The ritemaster then speaks a prayer to Death Wolf to mark
the subject that her soul be cloven to the Bone Shadows after her body falls away. (This prayer, of
course, is spoken in the First Tongue, so the uragarum usually has no idea what is actually being said.)
After the rite concludes, the blood vanishes but from the Hisil a symbol is visible on the wolf-bloods
forehead, much like the Renown tattoos visible on Uratha.
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: Death Wolf claims the subject immediately. The wolf-blood spasms and dies in
terrible pain. The ritemaster must immediately check for Harmony loss. (The player rolls three dice.)
Failure: The rite fails. The ritemaster may try again the following night.
Success: The wolf-blood will become a ghost upon death. For every two successes (rounded up)
on the Harmony roll, the ritemaster may assign one anchor to the future ghost. The ritemaster usually
chooses personal effects belonging to the subject and lays them around her body during the rite, but can
choose places or living beings as anchors as well. If the subject outlives her intended anchors, however,
new ones may not be chosen.
In addition, this rite provides some protection from spirits while the subject is alive. Spirits
receive a 1 modifier to pierce the Gauntlet around the wolf-blood. If the Storyteller is using the revised
Wolf-Blooded Merit (see p. 126), the drawbacks associated with spirits are reduced by one (so spirits near

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.

Perditions Price, Rite of ()


The wicked must be punished. The ancient lore of the MacCreedy clan, handed down from New
Moon to New Moon, teaches a secret means by which a human soul may be bound in torment within a
Wound in Shadow, providing an eternal private hell for the sinners ghost. (Note that nothing expressly
prevents this rite from being taught to Uratha other than Bone Shadows, Irraka or MacCreedys, except for
familial tradition.)
Performing the Rite: The subject (who need only be a sinner by the ritemasters definition of
such) must be somehow confined in the werewolfs presence for the rites duration within a physical
location directly across the Gauntlet from a Wound while she continually curses him in any language
known to her, reciting a litany of his sins; the MacCreedys have always favored the First Tongue. At the
rites conclusion, the ritemaster stabs the victim through the heart with an iron dagger, condemning his
soul to endless suffering.
The use of this rite is itself a sin, requiring any Uratha with three or more dots of Harmony to roll
two dice against degeneration. This rite may or may not have any effect when used upon any creature
other than a human being.
Dice Pool: Harmony
Action: Extended (successes equal to subjects Morality; each roll represents one minute)
Roll Results
Dramatic Failure: The rite automatically fails and the ritemaster sustains Health points of
aggravated damage equal to the victims Morality trait. The Uratha will never again be able to
successfully enact this rite upon the individual in question.
Failure: No successes are gathered. If the rite cannot be completed for some reason, the ritemaster
may not attempt it again for the remainder of the scene.
Success: Successes are gathered. If the ritual is successfully completed and the victim
appropriately sacrificed, the subjects ghost is thereafter forever confined to the desired Wound and will
always return from destruction, with full Corpus, upon the occasion of the next new moon. If the Wound
should ever be cleansed or otherwise destroyed, however, the sinners ghost vanishes along with it.
Exceptional Success: No additional effect.

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

Direct synonym (the relationship between hit and punch)


Closely related (the relationship between attack and kick)
Tangentially related (the relationship between kick and punch)

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

Local spirits or resonance are favorable to the werewolf.


Chiminage is particularly valuable to the local spirits.
Local spirits or resonance are opposed to the werewolf.
The answer to the question is deliberately obscured in some way.
The werewolf is of low Renown (highest trait rated 1 or 2).

RECOLLECT ION, RITE OF ()


The Bone Shadows are the primary custodians of this uncommon rite, and claim it was learned
by a shaman at the feet of Death Wolf herself. This rite is usually learned in pursuit of a particular goal of
knowledge; most Ithaeur see a danger in seeking out a rite of this nature casually. It isnt something to be
learned just in case you find a use for it later one who plans to open those doors must do so with the
will that comes only from a serious need.
The rite uses a personal item from a dead subject as a focus to allow the participants to witness
significant events from that subjects life. Over the course of an hour, the participants undergo a series of
visions that may detail entire days in the subjects life. The characters have no control over which events
they view; generally the memento mori is charged with the events most important to the deceaseds life.
The participants in the rite are unaware of the outside world while viewing the vision of recollection, and
as such the rite is typically performed in as safe a location as can be arranged.
Performing the Rite: The participants gather in a circle around the memento mori that is the focus
of the rite. The focus must be some item that once belonged to the deceased in question, optimally an
item that has had no other owners since the subject of the rite died. The more direct and clear a
connection between the memento mori and the rites subject, the better the odds of success.
The ritemaster names the fallen as accurately as possible, by human given name and by Uratha
deed-name. The ritemaster then takes a bowl of purified water and drinks from it, spitting a portion of
the water on the focus. The offering of Essence occurs with the touch of water to the focus; the water is a

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

Deceased died more than 1,000 years ago.


Deceased died from 5011,000 years ago.
Focus was not carried frequently by the deceased.
Per additional person who carried and used the focus.
Deceased died from 101500 years ago.
Ritemaster cannot provide the deceaseds full name.

1
+1
+1
+2
+2

Deceased is not a werewolf.


Focus is a bone taken from the deceased.
Ritemaster is a blood relative of the deceased.
Focus played a heavy part in the vital events of the deceaseds life.
Site of the rite is also the site of the vital events of the deceaseds life.

Scorched Earth, Rite of ()


The Pure cannot always be victorious. Sometimes the Forsaken drive the Pure back, be it through
putting aside their tribal differences, working within the human world or simply good tactics. In any
case, the Fire-Touched are unwilling to concede victory even when they cannot destroy their enemies,
and in such times, they use the Rite of Scorched Earth.
This rite causes the Hisil to burst into flames and burn out of control. The fire destroys spiritual
buildings, kills the spirits of anything flammable (which covers almost everything outside of Elemental or
Conceptual spirits, though obviously water-spirits are immune) and incinerates any Uratha foolish
enough to be caught in the blaze. This includes the ritemaster, however, and so the Rite of Scorched Earth
is usually performed near a locus to enable a speedy exit once the fires start.
The spiritual fires inflict damage as though they were natural fires (see p. 180 of the World of
Darkness Rulebook). At their hottest (that is, a spiritual inferno), they inflict four points of lethal damage
per turn, and they inflict this damage to spirits Corpus and Essence (meaning spirits can actually be
destroyed by the fires). Most spirits, therefore, choose to flee or discorporate rather than stay and burn,
though spirits that cannot travel faster than the fire are probably lost. Stopping the fires is difficult. The
intervention of a powerful water-spirit is one possibility, but ordinary methods of firefighting (digging
trenches, sandbagging, starting smaller fires to destroy the fuel) dont help much because of the spiritual
nature of the blaze. The fire-spirits want to consume everything, and the best solution is usually to simply
get out of their way. The fires leave loci active, but destroy any wards or rites used to conceal or protect
them. Since the fires destroy spiritual structures, a locus that takes the form of the cornerstone of a house
might sit uncovered and unguarded after the fires end, meaning the pack that claims the locus must now
seriously reconsider their defense strategies.
Performing the Rite: This rite must be performed in the Shadow, and is normally performed near
a locus to allow the participants to flee when the rite begins. Sometimes, of course, a lone werewolf
martyr performs the rite, consigning himself to the flames to destroy his enemies, but this is rare, even for
the Fire-Touched.
The ritemaster holds aloft two burning torches, and emits a long, hideous scream of challenge
and defiance. The ritemaster then turns in a circle, holding the torches near the ground while he (and
probably some of his pack) expends the Essence to fuel the spirit-blaze. The Hisil itself cries out in pain
and anger, however, and so the ritemaster only has a few moments to collect the necessary Essence and
complete the rite before something shows up to stop him. Often, Fire-Touched packs use an area that is
home to spirits sympathetic to their cause fire-spirits, pain spirits and even carrion-bird-spirits might
help them.
Once the rite is completed, the area bursts into flames. The ritemaster and anyone standing
nearby suffer five Health points of lethal damage from this initial explosion, and four points per turn
thereafter. The fire spreads quickly, burning stone, earth, plant matter and any spirit the fire comes
across. It cannot normally cross water, but river-spirits of heavily polluted areas might contain enough
other types of Essence to burn, as well.
Cost: 10 Essence
Dice Pool: Harmony
Action: Extended (20 successes required; each roll represents one turn)

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.

the Shadowed Hunt, Rite of ()


This rite allows a werewolf to open a gateway into the Underworld. While the rite isnt the
special province of any one tribe or lodge, the Lodge of Death (a group of Bone Shadows dedicated to
studying the mysteries of death; see Story Hooks, below) is the only one that uses it with any regularity.
The rite is called the Shadowed Hunt because of the way many werewolves feel about hunting alreadydead prey; its an uncomfortable, murky practice, tantamount to admitting that the job wasnt done right
the first time. Sometimes, though, its necessary.
Performing the Rite: This rite can only be performed at an Avernian Gate, or at a locus with an
appropriately death-like resonance. The ritemaster stands before the gate or locus, and makes an offering
to Death Wolf. This offering must involve a living sacrifice, but any living creature, even a mouse, will
do. The werewolf then draws the First Tongue sigils for death and crossing in the victims blood, and
sits in silence until the gate opens.
Dice Pool: Harmony
Action: Extended (20 successes needed; each roll requires one minute of meditation)
Roll Results
Dramatic Failure: The gateway does not open, but Luna takes offense that Her children are
attempting to seek the Underworld. She makes her displeasure apparent, but the specifics vary by the
phase of the moon. Under a new moon, the ritemaster is struck blind. Under a crescent moon, the
ritemaster can use no Gifts. Under the half moon, the ritemaster loses favor with all spirits, including his
pack totem, if any (-3 to all spirit interactions and forfeiture of totem benefits). Under the gibbous moon,
the ritemaster suffers horrifying nightmares whenever he sleeps, regaining no Willpower from rest. These
effects all last until the moon phase changes. Under a full moon, however, Luna takes a more direct
approach Lunes immediately attack the ritemaster and any other assembled werewolves, and only
cease when the werewolves flee.
Failure: No successes are added to the total.
Success: Successes are added to the total. If the player reaches 20 successes, the gateway opens to
the Underworld, and remains open for one hour per dot of the ritemasters Harmony. It cannot be closed
early, and once open it admits anyone to the Underworld.

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

Ritemaster is a Bone Shadow


Ritemaster kills a human being as part of the rite
Ritemaster kills an animal for the rite
Ritemaster kills a small animal (rodent or small bird) for the rite
Ritemaster kills a wolf for the rite (this also requires a degeneration check at Harmony 6; roll 3
dice)

SKIN OF THE PREDaTOR ()


A particularly ghoulish and grotesque rite, Skin of the Predator allows a Pure to steal access to
Luna the Deceivers Gifts by binding and skinning Uratha. This rite isnt widely known in modern nights,
and only Johnny Shadow is known to have access to its secrets. The Pure would very much like to learn
this rite, but Johnny isnt telling.
Performing the Rite: In order to perform this rite, the actor will need to have the Uratha in Gauru
and be docile or otherwise restrained. A near impossible task, to be sure; if not for Hate and Pain, Johnny
might agree. The Pure, however, know a number of methods to restrain the war-form for their various
scarification rituals, and this is no different on the surface, albeit a less willing recipient. Binding the
victim cruciform with steel or silver is the most common method; however, choking the target with a
fixed collar and agitating the creature to remain conscious is cheap and just as effective. With the Gauru
incapacitated, the ritemaster must skin it alive to take the full Gauru pelt from the howling, gibbering
thing. No easy task, but Johnnys got practice.
Dice Pool: Harmony
Action: Extended (3 x victims Harmony score)
Roll Results
Dramatic Failure: The victim dies, taking all his knowledge and gifts with him. Additionally, the
ritemaster takes two additional levels of aggravated damage from the silver, as Luna herself takes notice
of the abominable bequest and rejects the ritemaster.
Failure: No progress is made. Two consecutive failures and the victim bleeds out, robbing the
ritemaster of the opportunity to steal their gifts or scent.
Success: The performer of the ritual has skinned the victim intact. The stolen pelt retains the scent
of the victim and allows the ritemaster access to one Auspice gift of the victims while wearing the skin
for one lunar month.
Exceptional Success: As a success above, and the skinwearer gains the benefits of an additional
Auspice gift.

SLaYING THE TRUTH, RITE OF ()

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

Subject already suffers from amnesia of some time.


Ritualist has a Medicine Specialty in Neurology.
Subject has never seen the ritualists face.
Ritualist does not possess the Medicine Skill.

SPIRIT LaMPS OF aUTUMN ()


When the nights begin to grow longer, the power of the Shadow begins to grow as well.
Werewolves answer this with the rite called Spirit Lamps of Autumn. This rite offers respect to the spirit
world and honors their totems, but also is a demonstration of the Urathas own strength and vigilance.
The lamps lit send a simple message to the spirit world We see you.
This rite is sometimes performed on the autumnal equinox, but frequently may take place later
into the season, when the nights are longer than the days. The four nights surrounding Halloween
(Devils Night, Halloween, All Saints Day and All Souls Day) are popular choices in the West, with some
werewolves choosing a night based on which moon phase will be most favorable. Some ritemasters insist
on performing this rite on nights of the crescent moon, when the Ithaeurs strength is at its peak and the
spirits can be resisted.
Performing the Rite: The right begins at twilight, and continues into the deepening night. All
werewolves participating in the rite bring spirit lamps theyve fashioned themselves to the gathering.
These lamps take a great variety of forms. In some regions, all of the lamps may be made in the same
way, in accordance to tradition all red candles with wicks made from the makers own hair, for
instance. The lamps may also vary tremendously even within a single gathering, with a lantern made
from the skull of a Ridden enemy burning beside a kitbashed electric light with occult sigils covering its
lampshade.
The ritemaster moves from one participant to the next as the rite unfolds, instructing each
werewolf to place her lamp at a specific point along a spiral pattern. Each lamp is blessed by the
ritemaster in turn, and ritually lit by the werewolf who brought it there. The participant then stands
above or beside her lamp (perhaps even holding it), staring out into the growing blackness, and stating
her conviction to stand fast against the Shadow. As the ritemaster places and lights the final lamp (always
the ritemasters own), he then speaks out in praise of the totems of the People. The Blood Talons present
join in the praise of Destroyer Wolf, the Bone Shadows present join the soft chant to Death Wolf and so
on. The ritemaster then names the pack totems of each participating pack, and the packs themselves
speak words of thanks and honor. The words vary, but the intent is the same: We see you. We see and honor
your strength and wisdom, valued allies. We see and respect your might, enemies, and we will stand against it. We
see you. The rite closes as each participant moves beyond the circle of light into the darkness, leaving only
the ritemaster in the spiral of light. Many packs move directly into a hunt that very night.
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents five minutes effort)
Roll Results

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.

WEaLTH OF HEROES HEaLTH ()


War may be rare for the Forsaken, but combat is a foregone conclusion. This rite is an old one,
said to be created by Father Wolf after he first ran with the pack of his children. Before entering battle, a
packs ritemaster may use this ritual to bless them all with long life and fortune in war. Then, at the
rituals climax, the entire pack runs into the fray with confidence and flair, relatively certain that the
spirits of their ancestors are watching over them.
Performing the Rite: Wealth of Heroes Health is quieter than most rites, and faster, probably
because it was designed to be activated in the short, tense minutes before an impending battle or ambush.
The ritemaster arranges his packmates around him in an evenly-spaced circle and goes from one to the
next, giving each a token of the pack and taking from each a token of the individual. He concludes it with
a few words in the First Tongue thanking the ancestors for their protection.
Dice Pool: Harmony
Action: Extended (10 successes needed; each roll represents one minute)
Roll Results
Dramatic Failure: All accumulated successes are lost; the ritemaster must begin again.
Failure: No successes are added.
Success: Successes accumulate. Once the total number is reached, the ritemaster and each
involved packmate spends a minimum of one Essence. These points of Essence become part of a
phantom, communal Essence pool that all packmates may draw upon only for the purpose of self-healing.
Each point of Essence spent into the pool becomes two points of Essence in the phantom pool. Over the
next scene, each werewolf involved in the rite can draw upon this pool as a reflexive action to heal a point
of lethal damage. This counts toward the maximum amount of Essence spent in a turn for the individual,
though there is no limit to the amount that can be drawn from the communal pool in a single turn. At the
end of the scene, any phantom Essence left unused disappears.
Exceptional Success: The ritemaster achieves many successes. If 15+ successes are gathered on
the same roll that ends the rite, the amount of phantom Essence in the group pool increases by two.
(

BESIEGING THE SHaDOW ()


Uratha use this ritual to lessen the strength of the local Gauntlet. This ritual came into being as a
counter to the activity of the Azlu, but has also proven useful in counteracting a Gauntlet thickened by
other outside forces. Besieging the Shadow can be used to undo the effects of the Fortify the Border
Marches rite, for instance. Some Forsaken disapprove of this rites very existence, as it represents a
temptation to make an area more prone to heavy spirit activity in the physical world.

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.

BORDER CITaDEL, RITE OF THE ()


This rite is a more powerful version of the rite Fortify the Border Marches (see Werewolf: The
Forsaken, p. 154). Few werewolves know the secrets of this rite, and fewer are willing to share its
knowledge with others. The rite thickens the local Gauntlet permanently, an activity that can cause
damage to the spirit world and draw much of the life from the physical world. Most ritemasters capable
of using this rite do so only to repair damage caused by the Beshilu or to protect the physical world from
the depredations of a Wound.
Performing the Rite: The ritualist must erect a new and permanent barrier within her packs
territory. This barrier does not necessary have to be in the same place as the place whose Gauntlet she
wishes to change, but it must be within the packs territory and the chosen location must be visible from
this new barrier. The barrier can be nearly anything: a chain-link fence, a brick-and-mortar wall, a jail cell.
The barrier must be a physical barrier, and it must truly interfere with the movements of mortals in the
area they have to walk or drive along a new path as a result of this barrier. The werewolf smears a bit
of her own blood into the center of the new wall while speaking words of warding and banishment. This
ritual can only be begun once per month, on the night of the brightest full moon.
Cost: 1 Essence per 1 penalty imposed by the local Gauntlet

Dice Pool: Harmony


Action: Extended (20 successes; each roll represents 30 minutes)
Roll Results
Dramatic Failure: All successes are lost. At the Storytellers discretion, a Barren may form in the
local Shadow.
Failure: No successes are gained.
Success: Successes are added. If the total number meets or exceeds 20 successes, the rite is
complete, and the Gauntlet in the local area is increased in power by an additional 1 penalty a 2
modifier becomes a 3, and so on. This rite cannot be used more than once on the same area, although
Fortify the Border Marches can still be used as a temporary augmentation of the Gauntlets strength.
Exceptional Success: Successes are added. If the total number gained meets or exceeds 25
successes, the effect is so perfectly formed that the rite may be performed an additional time in the area
(allowing the werewolf to add a permanent total of 2 modifier dice to the Gauntlets strength). This
bonus can only be gained once; an area can never benefit from the effects of more than two applications
of the Rite of the Border Citadel.

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.

DRaWING DOWN THE SHaDOW ()


The origins of this rite are lost in prehistory. However, lore states that it was learned after the
murder of Father Wolf and the rise of the Gauntlet, as a desperate measure learned to keep the physical
and spirit from drifting too far apart.
This powerful mystical rite allows werewolves to pour Essence into an object and create a locus, a
place where the spirit world is close to the physical. The rite is difficult to master and never performed
lightly, for the consequences are potentially very dangerous. A new locus can be a valuable resource, or it
can be a gateway through which new threats bleed into the world from the Shadow.
This rite requires a significant amount of Essence to enact; the object must be saturated with
spiritual energy before the peak of the rites power can forge it into a beacon of Essence in its own rite. As
few packs are able to muster the amount of Essence required from their personal reserves and fewer
still would willingly leave themselves so vulnerable by doing so the rite incorporates the use of
touchstones. The spirits invoked vary from place to place - a wise ritemaster will call on spirits that are
strong locally, yet will not call the names of spirits that might prove powerful rivals for the new locus.
Loci are described in Appendix One, beginning on p. 260.
Performing the Rite: The ritemaster must select an appropriate object to be the focus of the rite;
an object that might over time have become a locus in its own right is ideal. The pack piles their collection
of touchstones around the object to be empowered in something of a loose cairn. Then, each werewolf
participating in the rite cuts their palm and lets a measure of their blood run onto the assembled
touchstones. The ritemaster dips a claw into the blood, and paints a series of glyphs surrounding the
locus to better channel the Essence.
Surrounding the core of the ritual is an exhausting and time-consuming series of chants, dances,
howls and even impromptu ritual combat meant to increase the flow of emotional energy in the area. The
rite is half-improvised. The ritualist knows the common themes that must be included in the packs
efforts, and leads the group through them. The culmination of the rite is a great howl that lances across
the Gauntlet into the Shadow, and binds flesh together with spirit in the form of a new locus.
This rite cannot succeed in the area of influence of a Barren.
Cost: 10 Essence + 20 Essence per level of the locus to be created.
Dice Pool: Stamina + Occult / Harmony

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.

Final MoonriSE, RITE OF THE ()


One of the deadliest rites known to the Uratha, Pure and Forsaken alike, the Rite of the Final
Moonrise turns a werewolf into a walking weapon against his enemies. The Pure who undergoes the rite
changes into a nightmare of living silver, and though he has only scant hours to live after the rites
completion, he will fill those hours tearing the life from his Forsaken enemies. This rite is suicide for the
werewolf who accepts it, but the reward, the Fire- Touched say, is eternity in Taga Dan.
Normally, this rite is performed when a Pure werewolf has lost a pack to the Forsaken or
otherwise suffered such an injustice at their hands that his honor cannot be satisfied in any other way but
to kill them all and die in the process. Once in a great while, the Fire-Touched use this rite to destroy
opposition to access to a locus or holy site, but they generally are far too reverent of the rite to use it
casually. And, although the Pure would never admit it, the Rite of the Final Moonrise is dangerous
because it can attract Lunas attention. The Pure can howl about Bitch Luna all they wish, but they
know how dangerous her Lune servants can be.
The Rite of the Final Moonrise can only performed on werewolves without auspices (that is,
Pure). If a For saken werewolf attempts to perform or accept the rite, she can expect to be brutally
attacked by Lunes within moments of the rite beginning. Also, only willing werewolves can undergo the
rite, and the recipient must have Purity in order for the rite to be successful.

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

Recipient has Harmony 1 0.


Recipient has Harmony 8 or 9.
Recipient has undergone the Rite of Penance within the last 1 2 hours.
Recipient has Harmony 2 to 6.
Recipient has Harmony 1 .
Recipient is a Forsaken convert.

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.

Last Stand, Rite of the ()


Horatius at the bridge over the Tiber. Leonidas and his 300 at Thermopylae. The Swiss Guard
during the sack of Rome. The Five Lizards pack at Cherry Tree. The story of the last, epic stand is a
powerful one for humans and Uratha alike. The Blood Talons in particular admire the glory of a life given
in unwinnable battle so that others may live, and the Talons greatest ritualists have devised a rite to aid
their warriors in their final battles. Only the most skilled ritualists can perform this rite, and only the
greatest warriors of the tribe are blessed with its power. To use this rite in any but the most dire of need is
considered a grave insult to the Destroyer Wolf and Urfarah himself.
Down through the ages, dozens of tales have been told about the use of this rite. During the
Brethren War, a pack of veteran Blood Talons in Detroit invoked the Rite of the Last Stand on Devils
Night in 1984 as seven packs of Anshega rolled over their territory. During the First World War, a pack
trapped in the Ardennes made a last stand against a phantom army conjured up by an enormous Wound
in the heart of the forest. Those who face the final battle with courage and honor are glorified in song by
the tribes Moon-Dancers; the Lodge of the Einherjar is especially interested in these stories.
Performing the Rite: The Rite of the Last Stand has the air of a funerary rite. The ritualist gathers his
packmates, fully armed and girded for war, and reminds them that it is their duty and obligation to lay
down their lives in defense of their territory and their loved ones. Each pack member steps forward, and
recounts his memory of the packs greatest victories. As each pack member finishes his tale, he breaks his
weapon in two and throws it to the ground, announcing that he needs no weapon to destroy his enemies.
Those who do not have a personal weapon to break typically carry a club or a similar crude weapon to
break for the purpose of the rite. When the entire pack has finished the ritual, they take on Urshul form

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 ritualists pack is not completely outmatched by the impending battle.


The pack members are not fighting to defend their territory or their loved ones.
For each member of the pack that does not participate in the rite.
The pack faces overwhelming numbers of enemies.
The pack is the last line of defense against an impending threat (for example, the last Forsaken
pack still resisting a Pure takeover of the city).

NaME THE QUaRRY ()


This rite is invoked only rarely, as it is a death sentence for the target. The Hunters in Darkness
use Name the Quarry only on enemies that the Hunters cannot allow to live to see sunrise, no matter
what such bloody-mindedness might mean for the their Harmony. Once the Quarry is named, theres no
turning back the ritualist (and usually his pack) must see the Hunt through to its bloody conclusion.
A target named as the Quarry of the Meninna, though, is a desperate wretch indeed. No one will
help him. Indeed, no one can see him. He becomes a non-person, shielded from view by powerful spirits
of death (which, in recompense for their efforts, reap the Essence released when he dies). He might run
up to people on the street, but find himself running past them. He screams, but no one hears. He throws
objects, but they stop in midair and land harmlessly, unnoticed. The Quarry is alone in the world until

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

Rite is performed in the Shadow.


Ritualist knows the targets full, birth name.
Ritualist knows only a nickname or part of the targets name.
Ritualist doesnt know any part of the targets name.
Target has never directly harmed the ritualist or her pack.

OaTH aND FETTER, THE ()


Legends say that, long ago, the Forsaken gathered more easily in functional societies more
than just protectorates, they marked the mountains and forests with fortified city-states that kept vigil
over the spirits and loci in an effort to guard the harmony of the land. Of course, many Forsaken think
that such legends are just that, legends, and thus taste faintly of bullshit. The bestial urges of a werewolf
would eventually override the solidarity of such a city-state, guaranteeing the eventual downfall of such
a so called society.
Whatever the case, one rite may harken back to such a supposed time. This rite ensures that those
who belong to the protectorate are quite literally marked and favored for doing so. They become tied to
the land and to one another by swearing an oath (of the ritemasters devising). The actual domain itself
actually becomes spiritually protected, as well outsiders feel the effects when they step into a domain
that is not their own.

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.

RendING THE GaUNTLET ()


With the rise of the Gauntlet, the Uratha lost the ability to walk freely between flesh and spirit as
their progenitor did. Now werewolves require the presence of a locus, where the spirit world is naturally
close, to cross between worlds. Powerful werewolves are capable of overcoming this limitation, however,
forcing their way through the Gauntlet even away from a locus. This rite is one of the means they use to
do so. By Rending the Gauntlet, a werewolf weakens the wall between the worlds for a moment, allowing
him and his pack to enter or leave the Shadow.
Performing the Rite: The ritemaster must be in Dalu form to initiate this rite, as it requires claws
more substantial than a humans nails. The ritualist claws at the air in a series of passes, tracing mystical
symbols. As the rite progresses, he begin s to feel more resistance under h is claws, as he cuts his way
deeper into t he Gauntlet. At the height of the ritual, the barrier between the worlds becomes a soft
membrane that he and his pack c an push through.
Dice Pool: Harmony
Action: Extende d (20 successes; each roll represents one minutes effort)
Roll Results
Dramatic Failure: All successes are lost and the Gauntlet regains it s strength. A hostile spirit
might slip through the Gauntlet just before the weakened spot heals.
Failure: No successes are gained.
Success: Some successes are accumulated. If the required total is gathered, the werewolf opens a
temporary passage through the Gauntlet, allowing his entire pack to enter or exit the spirit world. The
passage remains open for one turn, after which it reseals itself. Any nearby spirits may attempt to use the
passage as well, although most dont choose to do so. (They recognize the sign of a pack of Uratha about
to cross the Gauntlet, and are usually unwilling to directly antagonize werewolves.) Humans, vampires
and other denizens of the physical realm without Essence can attempt to pass through as well, but doing
so requires the expenditure of a Willpower point and a successful Composure + Resolve roll.
Exceptional Success: Several successes are gathered in a short time. If 25+ are accumulated, the
passage opens with even greater speed, which is perceptible to spirits on either side as sign of a powerful
entity forcing its way through. Most spirits flee the area, giving the ritemaster and his pack a bit more
breathing room. Otherwise, the passage functions as described.
Suggested Modifiers

The modifiers that correspond to the Gauntlets relative thickness (see p. 251) apply to this rite even if
its performed in the spirit world.

Return to the Borderland ()


Werewolves know that their duty is to maintain the separation of the physical and the spiritual
worlds. They want to keep one from lording over the other, but that didnt stop them from developing
this ritual. They temporarily bring the two worlds into convergence, forcing them so close together that
the spiritual imagery and symbolism appears in the material world and the dull, solid objects of reality
are also in the Shadow Realm. This ritual creates a verge.
Most verges created by this rite are temporary. A pack of werewolves joins the two worlds for a
specific purpose, and they are happy to let the Gauntlet drop again once they no longer need it raised.
Occasionally, the passage between worlds might stay open longer, usually maintained by some other
mystic force. Or the verge may even become woven into the cyclic nature of Earth. Once the Gauntlet is
torn open, events conspire to open it again at regular intervals, with no assistance (or even intent)
necessary from the original ritualist.
Performing the Rite: The ritemaster must delineate the boundaries of the verge, usually no more
than can contain a large room or a small house. Marking the border with symbols meaningful to the local
Shadow Realm and objects common in the surrounding material world, the character must slowly pierce
her belly with a silver knife. The sensation is agonizing, and few ritemasters can stand the pain long
enough to complete the rite. After at least an hour of incredible pain, she drives the knife as hard as she
can into the ground, and the verge opens instantly.
Cost: 5 Essence, one point of aggravated damage per hour
Dice Pool: Stamina / Harmony
As the ritualist must slowly and excruciatingly drive a silver knife into her own abdomen, this
rite requires more focus and control than many werewolves possess. At the beginning of each hour, the
character must roll her Stamina. Failure indicates that the character cannot continue and must end the
ritual unsuccessfully. Penalties do not accrue over time, but wound penalties (if the ritual goes that far)
apply to both the Stamina and Harmony rolls.
Action: Extended (five successes + 1 per 100 square feet + 1 per hour open; one hour per roll)
Roll Results
Dramatic Failure: The ritual ends in failure, and the character cannot attempt it again for a lunar
month.
Failure: No successes accumulate.
Success: Successes accumulate. If the character reaches the required number of successes, the
verge opens. The local physical and spiritual worlds temporarily collide, completely free of the Gauntlet.
Anyone and everyone can cross from one to the other simply by walking through this area.
Exceptional Success: Many successes accumulate.
Suggested Modifiers
Modifier Situation
+2
+1

In a locus rated +
In a locus rated or

And apply a penalty based on the strength of the local Gauntlet.

Risen the Wardens, Closed the Gates ()


This mighty and terrible ritual sees such rare use that it is even more rarely taught. Many
ritemasters consider it too dangerous to pass on, or even a form of heresy to invoke. This is a rite that
hardens the barrier between the spiritual and physical worlds, making it nearly impossible for all but the
most powerful creatures to pass from one to the other. This includes all werewolves, making this a
disagreeable situation only used in the most dangerous of times. One might perform the ritual when it
was of the utmost importance that no spirits be allowed out of the Shadow Realm when their
interference could send something delicate tumbling into destruction.
Performing the Rite: The ritemaster performs this ritual under the sun, beginning one hour after
dawn and ending no later than one hour before dusk. During that time, the ritualist implores the spirits
of the sun to burn away shadow, and he must have a finely crafted clock (Cost: Resources or greater)
as the focus of the rite.
The character must destroy one object with the potential for life, be it a fertilized chicken egg or
an unsprouted seed, for every hour of the ritual.
Cost: 1 Essence per mile radius
Dice Pool: Harmony
Action: Extended (40 successes; each roll represents 10 minutes)
Roll Results
Dramatic Failure: The rite fails completely. The ritemaster and all werewolves nearby suffer
backlash, becoming unable to cross the Gauntlet for one full year.
Failure: No successes accumulate.
Success: Successes accumulate. When the ritemaster achieves the required number of successes, a
burst of light flows outward from the clock-focus, dimming as the light goes. It travels outward a number
of miles equal to the Essence spent on the rite, though it is barely visible after the first 100 yards. Within
that area, no attempt to pass between the physical world and the Shadow Realm succeeds, regardless of
the method. Only spirits of Rank greater than five may ignore this restriction.
Complete inability to enter the material world causes significant consternation to many spirits.
Few, if any, will know the cause, especially since this rite sees such infrequent use. After a very short
time, spirits are going to test the boundaries of this restriction. They will eventually find where they can
and where they cannot cross the Gauntlet, and then they will head inwards to discover the source of their
irritation. The influx of agitated spirits will cause a great deal of trouble, especially as they need to fetter
themselves to or possess living creatures to stay so long in the physical world.
If the clock used as the focus is, for any reason, destroyed, the rituals effect immediately ends.
Otherwise, it lasts for one lunar month.
Exceptional Success: Many successes accumulate.

SILVER SCAR, RITE OF THE ()


This potent rite is used to remove the Renown gained from a willing recipient, in effect rebaptizing her and preparing her to begin walking the path of Lunes. Without the use of this rite, a

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

Rite is performed by moonlight

Spirit Clay, Rite of the ()


This rite is reserved for powerful spirits that have offended the tribe, and usually used only on
spirits whose bans are complex, arcane or extremely difficult to enact. The Rite of the Spirit Clay allows
the Bone Shadow to reshape the targeted spirit and bestow a new ban upon it.
Learning this rite is an undertaking in and of itself. It requires a journey into the Shadow, a quest
to find a deep, dark cave a Den of Secrets (p. 61) belonging to Death Wolf herself. This quest can take
weeks or years, but some werewolves have reportedly completed it sooner. It depends on how much time
and energy the Uratha wishes to devote. In any case, the werewolf must give over a small piece of her
own Essence to Death Wolf. She replaces this Essence with a portion of her own, bestowing the power to

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

Werewolf outranks the spirit (see p. 158 of Werewolf: The Forsaken).


Spirit outranks the werewolf.

TRaNSFER THE SPIRITS BLESSING ()


Only a spirit can grant a Gift. Thats one of the rules of the world, one of the inviolate laws laid
down by Father Wolf before the Sundering. This rite exploits a tiny loophole in that law, allowing the
ritemaster to transfer a Gift between werewolves. The ritual is not a pleasant experience for either party.

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.

Unique / Unrated Gifts


Baptismal Rite: As part of his plan to reform his errant brothers, Ewan has discovered a way to
wash away Lunas marks. The rite must be performed while the new dedicant lies at least partially
submerged in the flow of a river or stream. Ewan believes the water washes away the stains of Luna and
reflects her face, blinding her to the rite with her own light. A wolf must be a willing participant in the
ritual in order for it to work with no tricks or Gifts used to cloud their judgment. Ewan must succeed on
an extended Resolve + Occult + Primal Urge roll, which must accumulate three successes for each spirit
brand to be erased. Each roll is equal to five minutes.

Rite of Lailas Message


Taught to the Children of Father Wolf and Israel, this rite assists the ritemaster in
determining which members of their community are more likely to go through their First Change
than others.
In the past, Jewish communities were small and tight-knit. The potential violence that comes
of the First Change was often more than the population could bear. As a result, the totem of the
Lodge of the Hazzan taught them a rite to perform over a pregnant woman to make it easier to keep
track of which children might change and which wouldnt. Since Sukkalaila is said to teach the Oath
of the Moon to unborn babies who may be Uratha one day, by singing the right prayers and blessings
to the expectant mothers stomach, the ritemaster may hear whispers of the Oath of the Moon echoed
back.
Dice Pool: Harmony
Action: Extended (10 successes are needed, and each roll represents 10 minutes of prayer)
Roll Results
Dramatic Failure: The child is cursed. The mothers body reacts poorly to the process, and
the result can be terrible. A miscarriage might occur (or the child may be born prematurely). Its also
possible that the infant might be Ridden upon birth, needing to be cleansed of the spiritual infection.
Failure: No successes are added.
Success: The ritemaster is rewarded with murmurs of the Oath of the Moon if the child will
be a Uratha, and whispers from the Torah if the child is to be human or only wolf-blooded.
Exceptional Success: The child will be born in exceptional health, with an added +1 to his Health
score than normal.

The Whelps Rite


Its thought that long ago a young Visionary, much younger than the rest of his pack, found that
he was outpaced by the rest in speed, strength and martial capability. Normally, this would be a thing
corrected over months or years, and the young Cahalith would be expected to work hard to keep up, but
at the time his pack was at war with a pack of the Pure and any day expected a deadly assault. They
knew they would likely die, and the young werewolf knew he would be only a burden to the rest of his
pack.

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.

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