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WtF Custom Rites
A ceremonial people, the Uratha have rites for most things in life. Battle is one of the most unpredictable things that are certain to crop up in a werewolf’s future, so it would be surprising were there not many rituals dealing with the People’s frequent (and frequently deadly) skirmishes.
Custom Wolf Rites
Rite of Awakening (•, Wolf Rite)
*Credit for this goes to Khalid
Extended: 1 minute per roller
Sample Ritual: You dance around in a drunken haze. The werewolf invoking this ritual brings the spirit of the item or object in question to amplify it to a small amount. There is no mechanical benefit, other than allowing booze to get werewolves drunk and for weed to get them high or similar effects (Presence + Expression)
After consuming drinks or substances equal to half your stamina you gain the Intoxicated Condition.
Rite of Healing (•••, Wolf Rite)
*Credit for this goes to Larry
Symbols: Water, The Moon, Breath, and Fire
Sample Rite: Niamh uses water and the mercurial nature of the moon,the warmth of the hearth and the calmness of breath to steady herself and begin to focus on the rite of healing working her knowledge with the beneficial nature of the spirits and the Forsaken’s love of luna to help knit together the flesh of those that are wounded. (Int+Occult)
Cost: 2 Essence per Health Level to be healed.
Action: Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
Success: The rite is capable of expediting a werewolf’s regeneration at the expense of the user’s own life energy. 1 aggravated damage on the target Uratha, who must be present for the entire rite, is healed per 2 target successes, although 1 lethal damage is done to the ritualist in return (but this is regenerated normally). Each use of this rite can heal a maximum of 5 health levels of aggravated damage on a single target, who must be a Werewolf or a creature with similar regenerative abilities.
Custom Pack Rites
Rite of the 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 war’s 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 enemy’s 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 ritual’s 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 subject’s 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)
Dramatic Failure: Peers are unconvinced by the ritemaster’s representation of the soldier’s 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 totem’s 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.
Rite of Condemnation (•)
One werewolf does not always approve of another. To some perspectives, the People seem so fractious that it’s 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
don’t 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 rite’s 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)
Dramatic Failure: All successes are lost. The character has poorly represented her opinion of the rite’s 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 rite’s 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 rant’s 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 war’s totem.
Exceptional Success: Successes accumulate. If the character achieves 25+ successes at the rite’s completion, she has made a particularly moving case.
Her tale spreads quickly throughout Forsaken society (and among any allies in the war), and the rite’s subject suffers a –1 die penalty to Social rolls with those entities for three months.
Rite of Anticipated Forgiveness (••)
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. It’s 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 master’s part) and confessions (on the subject’s part) in the First Tongue. The ritual ends with an extended invocation of Mother Luna, the spirit of Father Wolf and the subject’s 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)
Dramatic Failure: The ritual fails to reaffirm the subject’s 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.
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 pack’s ritemaster may use this ritual to bless them all with long life and fortune in war. Then, at the ritual’s 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)
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.