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Rite of Summoning (Level Two) Garou mystics are adept at calling spirits, be they minor Gafflings, totem spirits,

or even Incarna. Summoning spirits involves


complex rituals, long periods of meditation, and tribal mantra chanting. Within the Umbra, this process is far easier. This rite compels spirits to seek those
who call them. Furthermore, the spirit cannot escape its caller once the summoning is completed successfully, and it must attend the mystic. Many spirits,
particularly minor ones, are too weak to resist a powerful summoning. Powerful ones come out of curiosity. The chance of a successful summoning depends
upon the skill of the mystic, the power of the spirit, and the strength of the area’s Gauntlet. System: The ritemaster must pierce the Gauntlet just as if he were
entering the Umbra (Gnosis roll against the local Gauntlet level). A mystic already within the Umbra
is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine
difficulty from
the following chart:
Spirit Type Difficulty
Gaffling 4
Jaggling 5
Totem avatar 7
Incarna 8–9
Celestine avatar 10
For each hour the Garou spends invoking the spirit, his difficulty drops by one. No difficulty may fall below 3. The player must then make a Gnosis roll and
achieve as many successes as possible, with the following results:
Successes Effect
1 Spirit comes eventually and is
initially hostile
2 Spirit manifests quickly, but it is
still initially hostile
3 Spirit comes immediately and is
neutral
4 Spirit comes immediately and is
passively benign
5 Spirit comes immediately and is
friendly
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit — or even Banes — in great numbers or with great hostility.
The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to
summon a specific spirit will have no chance of success. At other times, he will have almost no chance of failure. The Storyteller is advised to treat each use of
this rite individually and to use common sense in her decisions. A Garou who summons an Incarna or Celestine avatar successfully gains two points of Wisdom
Renown, unless the summons is done frivolously.

Rite of the Fetish (Level Three) This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the
potential fetish by placing it under running water (sufficiently drinkable flowing tap water counts), burying it in pure earth, exposing the object to constant
breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna
claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works
best. System: The ritemaster rolls Wits + Rituals (difficulty 10). Each point of permanent Gnosis that the character spends during the rite reduces the difficulty
by two. The difficulty can also be lowered by roleplaying, if the ritemaster does a good job persuading the spirit to enter the fetish (by providing chiminage,
undergoing a quest to prove her sincerity or worthiness, flattery, etc). If the Garou attempts to force a spirit into the fetish, she must first attack the spirit and
reduce it to zero Essence before attempting to bind it into the fetish.

Rite of Talisman Dedication (Level One)This common rite allows a werewolf to bind objects to her body, allowing them to fit her various forms (jeans will
grow to accommodate the Crinos form rather than splitting at the seams, for example) and accompany the Garou into the Umbra. Such talismans are most
commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms and in the Umbra automatically. A werewolf
most often performs this rite during the phase of the moon under which she was born. Each auspice has its own peculiar ritual. System: The cost is one Gnosis
point per object dedicated, and a character may never have more objects bound to himself than his Gnosis score. Conceptually linked groups of objects may
count as a single object as the Storyteller’s discretion. For example, as a set of clothing would be considered one object rather than one shirt, one pair of pants,
two socks, and so on; or a box of ammunition might be dedicated to the character, rather than requiring one dedication per bullet. Objects will generally resize
themselves to accommodate the character’s various forms (such as a backpack’s straps lengthening to accommodate Crinos form), but may simply meld with
the character in forms where they can be of no use — for example, a knife may become a knife-shaped tattoo in Hispo. Others must spend a point of
Willpower to attempt to steal dedicated objects from
the werewolf.

Rite of the Opened Caern (Level One) Each caern has a specific power associated with it, generally of a beneficial nature. Thus, there are caerns of
Rage, caerns of Gnosis, Strength, Enigmas, and so on. If a character is knowledgeable enough, she may tap into the caern’s power and use it herself. Doing so is
commonly known as “opening” a caern. Such a feat shouldn’t be attempted lightly — Gaia’s sacred places don’t give up their power easily, and failure to
harness such power can seriously harm the Garou. Each caern has its own requirements of the ritemaster. In order to open a caern of Enigmas, a Garou might
walk a spiral path while calling out the Greek myth of Persephone; to open a caern of Rage, the Garou might change into Crinos and chant the litany of his
ancestors who have fallen in battle against the Wyrm. The key is forging a connection to the particular spirit of the caern. System: To open a caern, the
character engages in a resisted, extended test of Wits + Rituals (difficulty 7) against the caern’s spirit, seeking to gain a number of successes equal to the caern’s
level. The caern spirit uses the caern’s level as its dice pool (difficulty of the ritemaster’s Gnosis), seeking to gain (Ritemaster’s Willpower) successes. The first
party to reach their target number of successes triumphs. If the character wins the test, she can add the caern’s rating to her dice pool when performing actions
appropriate to the caern’s focus. If she loses, she takes lethal damage equal to the number of successes by which the caern beat her; a botch makes this damage
aggravated. See page 310 for a list of caern types, their powers, and the spirits that can be encountered near them.

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