Rites of the Uratha
Homebrew – (H)
Adapted – (A)
As Published (p)
Rite of Accomplishment (Level 1) (A)
Symbols: Totems from the battles in Question
This rite is used to honor a werewolf and recognize the trials he has endured to attain his current standing. An elder will call the honored Uratha forward, much as the Garou might be called forward should the elders want to punish or criticize her. As the Garou advances, the elder begins listing all of the things the Garou did to gain the acclaim. The Rite of Accomplishment then takes place, and anyone who wishes to speak on behalf of the Garou being honored may do so. In conclusion, the elder says something along the lines of, “She is made greater in her tribe, her sept and greater among the People everywhere. Let this be known.”
Action: Extended (10 Minutes)
Target: 5 Successes
System: The Rite Master recognizes the accomplishments of the Uratha that have caused them to gain renown from the Lunes. It can only be done once per deed, but it causes the Renown brands to flare as if the Uratha had spent renown. The target Uratha also gets the renown condition.
Rite of Boasting (Level 1) (A)
Symbols: Totems from previous combat, scars, blood of enemies
Boasting and bragging have always been a vital aspect of warrior cultures. Boasts serve to work up a fighter’s courage while putting fear into the opponent. But to truly impress, the boaster must back up his claims. This rite is more than formalized bragging, for it forces the Uratha to “put up or shut up.” Before a battle or mission, the Uratha boasts before all assembled that he will perform a particularly impressive feat (for example, “I will kill three of the Pure with only my claws,” “I will scale the electrified razorwire of the refinery” or “I will be the first to reach the shield wall, there to wrest the enemy’s standard from his dead hand.”). The boast is performed in a ritual fashion, with a short recitation of lineage and a summary of glorious deeds performed to date.
If he makes good on his boast, he magnifies the Glory of the act. If he fails, the resulting derision of his peers costs him Glory; boasting is only respected if you can back it up. It is the equivalent of pointing to where you will hit a ball out of the park.
Action: Extended (1 Minute)
Target: 5 Successes
System: This rite allows a werewolf to gamble their Willpower. If the werewolf accomplishes their goal before the end of combat, then they regain 2 willpower. If they fail, then they lose two willpower. If they have no willpower left to lose, then they gain the condition Demoralized
The Rite of Reawakening (A)
Symbols: Green branches, Fresh Honey, Sex
Can only be performed on the Spring Solstice.
Winter is long, dark and extremely dangerous. This rite thanks Luna for her protection over the long dark days of winter, and it celebrates spring. Spring is a time of reawakening, revelry and sex. It is apparent in both the world of humans, the animal kingdom and in the Hisil. This rite welcomes back dormant spirits of nature who slumbered through the long winter.
The Ritemaster gathers Uratha around a small bonfire. They then lead the group in an extended howl that begins as a low, rumbling growl and eventually rises to ululating crescendo. When the Ritemaster feels the tension is at its height, it leaps forward, snatches up a burning branch and runs into the woods. The other Uratha follow her, grabbing branches as they go. Running as swiftly as they can, the werewolves make as many frightening and strange noises as possible. The Ritemaster finally leads the howling pack back to the bonfire, where they hurl their branches into the conflagration. Once the fire is raging, the Uratha celebrate with a revel that lasts until dawn, at which time they greet the newborn sun with one last triumphant howl.
Action: Extended (10 success)
System: Participating Garou gain the Blessing of Spring. They replenish two willpower for each full night’s rest, and they gain +2 die for social interactions with those attracted to them. It lasts until the end the story or the next Full Moon.
The Rite of Winter Winds (A)
Symbols: Items representative of weakness for those involved
Can only be done on the winter solstice.
Winter is the time of year when most lose their way, and when the hisil is at its most dangerous. Storms in the Hisil are literally sentient, and they are desperate for essence. Luna is always watchful, and this rite grants her protections to the Uratha.
Each rite involves a quest that forces the gathered Uratha to face weakness. The quest is personal, and it not given about the Rite master but by Luna herself. It comes whispered on an arctic wind. Many Uratha choose not to participate in the rite, as it often leads them to a personal or spiritual reckoning. It is not uncommon for an individual’s harmony to change during the rite. The rite is most commonly used by the Stormlords during their gatherings.
Action: 10 Successes
Effect: Blessing of Winter: Luna provides her children with a preternatural protection against winter storms. Penalties caused by tilts related to Winter Weather are reduced by 2. Considered to have armor against damage caused by cold and ice.
The Rites of New Year (A)
In local tribes, the Autumnal Equinox is the New Year. It contains several rites, and the learning of these rites is often considered an honor among the Ithaeur. It takes time to earn the right to learn them, and it takes more time to become the rite master. Often the eldest Ithaeur will teach the younger Ithaeur in phases so the lore isn’t lost.
The Vigil of Long Night (Level 4) (A)
To prepare themselves, they hold the Long Vigil, a rite designed to sharpen their appetite for the battles ahead. The Long Vigil begins at sundown, around a raging bonfire. The Uratha spends the day before the Vigil bedecking the ritual space with trophies of war collected during the previous year. From bent rifles and shredded flak jackets and strings of teeth, to the skulls of claimed monsters, to smeared blood mixed with the dust of vampires, all manner of mementos adorn the heart of the ritual space. As the sun slips below the horizon, the ritemaster begins to chant praise to Father Wolf, thanking him for his blessings. The ritemaster then praises Luna and beseeches her aid in the long nights to come. To aid in the ritemaster’s plea for aid, the Cahalith of the sept come forward and begin to recite tales of the most glorious battles of the last year and the deeds done in her name. They point to each trophy in turn to tell the story of how it was won from its owner. Particularly eloquent members of other auspices who distinguished themselves in the previous year are sometimes allowed the honor of being the first to tell their own tales. Once the Cahalith have finished, the other members of the rite begin to recount their own versions of the great deeds of the previous year. The tale-telling lasts all night; as dawn approaches, the ritemaster invokes Luna one final time. He dedicates all the deeds of the previous year to Luna, to Father Wolf, and his primordial allies and he promises that the year to come will be just as glorious with Luna’s blessing. As the rite concludes, the Uratha hurl as many trophies as possible into the bonfire, destroying their hard-earned mementos as a sign of faith that they will take many more in the year to come.
System: Still working this out
Baptism of Fire (Level 1) (A)
This gift can also be used on people who become wolf blooded due to Lunacy.
Symbols: Ash, Incense, Blood of a the parent
In the presence of a willing spirit, the rite master anoints a newborn wolfblooded with a mixture of hot ash and blood. Then it has the spirit kiss the child. The kiss inscribes a glyph on the child’s head that is invisible to those who do not have the site. The glyph acts as a fetter, allowing the spirit to watch over the child as it grows. It communicates with the Uratha when the child is in danger, and it provides them with knowledge of its location. When the first change is imminent, the spirit alerts the rite master. The rite must be performed within a lunar cycle of a wolfblooded birth.
Action: Extended (1 round per action)
System: The rite master knows the location of the child as long as the spirit is bound to it. The child also has protection when the Uratha is not present.
Rite of Talisman Dedication (Level 1) (A)
Symbols: Uratha Glyphs, Blood, Soil
This common rite allows a werewolf to bind objects to her body that fit her various forms. They items either shift to accommodate their forms, or they become one with the wolf. Fetishes and Talens remain with the werewolf in all forms, and they already benefit from this effect. A werewolf performs the rite under their auspice moon.
Extended: 1 success per object (1 minute per item)
System: Each items costs an essence to be dedicated. A character may never have more items then their primal urge score. Conceptually linked groups of objects may count as a single object at the storyteller’s discretion. I.E. A uniform, matching clothes, gun (bullets, clip and actual gun)
Objects resize themselves to accommodate a character’s various forms, but they meld into the wolf for forms which they have no use. A gun might meld with the Uratha when they shift to Garou, but a backpack’s straps will expand to accommodate the warform.
Moon Contract (Level 2) (A)
Symbols: Rope, a Chain, Locks, Medicine Bag
The denizens of the Shadow do not trust the Uratha. The moon contract is one way they can work together. The moon contract is a rite that allows a rite master to forge a deal between a spirit and a pack. The Moon contract requires each member to contribute one essence to a mixture placed in a medicine bag. Each member speaks their promise out loud. The rite master then wears the bag for the duration of the contract.
System: All participants are bound by “the Word of Luna”, and they are sworn to do what they said they were to do or suffer the “Broken Word” condition. The Word of Luna provides a +2 to resistance rolls against coercion to break your word. Broken Words causes a -2 penalty to interacting with all denizens & interested parties of the spirit world. This is separate from the penalties caused by a rift in the relationship. Resolution: Making recompetence to the offended spirit, or performs a Rite of Contrition.
Rite of Spirit Awakening (Level 2) (A)
This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Uratha must play a rhythm on some form of instrument. While the Uratha plays, participating Uratha dance around the rite master howling and growling in counterpoint to the beat. This rite allows the Uratha to cultivate spirit allies from their inception or to awaken long slumbering spirits. Spirits awakened in this way may be hostile.
Action: Extended, 10 minutes per roll.
Target: Spirits Resistance + Rank
Rite of Summoning (Level 2) (A)
Symbols: Sacrifice appropriate to the spirit Umia, summoning circle, musical instrument
This ritual is used to bring a spirit to your location. The rite is most often done with a fire at the center of a circle, but there is no set way to do it. It can take many hours depending on the distance of the spirit, whether it is dormant or how powerful it is.
Action: Extended (1 hour per roll)
Target: Resistance + Rank of Spirit
System: In the flesh realm, a spirit summoning is affected by the gauntlet strength. Familiarity with the spirit also affects the roll. The danger of the surrounding area can also affect the roll.
Rite of Healing (Level 3) (A)
Symbols Wood, Pure Water, Snow, Charcoal
This rite allows a a Uratha to purify a person, place or object of essence. The rite involves the rite master inscribing a circle on the earth, walking counterclockwise around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch dipped in pure water or snow to sprinkle the person or object cleanse. As the rite master does so, all Uratha let out a eerie, otherworldly howl in order to frighten away corrupting influence. Ideally this right is performed at dawn (+2 dice)
Action: Extended (1 Hour)
System: Various factors have an effect on the roll. The level of taint of essence, the thickness of the gauntlet and how severe it is all cause negatives to the roll. Healing wounds are almost impossible.
|Presence of mortals||– 2|
|Presence of Spirits not in pack||Highest Rank|
|Presence of Spirits who rely on it||Highest Resistance|
Enchant the Forest (Level 4) (A)
Last chance (Level 1) (H)
Symbols: Healing Crystals, a snake tattoo, Medicinal herbs.
By beseeching the spirits of health and healing, a Uratha gains a last chance at life. The uratha sit in a circle around a fire, and they pass around a pipe or cigarette of medicinal herbs. They smoke it until it is gone. While they consume they herbs, they chant in the first tongue.
Action: Extended (10 minutes)
Target: * 4
*System: Participants automatically stabilize if bleeding out, even if the wounds are due to aggravated damage. This rite last for one month, or until it is used.
The Last Blessing (Level 2) (A)
Symbols: Effegy of the Diying, personal effect of the dying
Uratha can heal from almost anything, but there comes a time where that is not possible. This rite provides them a relief from pain. It also brings comfort to the hearts of the warriors around them. The ritemaster starts by speaking the names of dying and it concludes with the name they were most attached to. Each member of the pack put their hand on the individual, and then they say a goodbye. The assembled then howl.
Action: Extended (1 minute)
System: The dieing are granted reprieve from pain. The living are granted a relief from grief. The death cannot easily be used to manipulate their emotions. All attempts to use the death to manipulate them suffer a -3. In addition, they gain the condition “In the memory of…”, and they get a +2 to actions that would complete an aspiration of the deceased for the rest of the story, or until the next Auspice Moon of the deceased.
Inherit Obligations (Level 3) (H)
Symbols: Rope, Hair of the deceased
In the human world, obligations are often passed from parent to child. Such as debt, allegiance and even the protection of their loved ones. The Uratha often have obligations of spiritual significance. Obligations which must be maintained. Inherit obligations allows a Uratha to take on the mystic contracts of a werewolf. They do not have to be dead, but they usually are.
Action: Extended 30 minutes
System: Upon the completion of the ritual, all mystical obligations such as oaths with spirits, mystically bound quests or curses and commitments of protection transfer to those who participate in the right. This also includes aspirations which take the form of an obligation, such as “Protect my family”. These become extra aspirations the character can meet. This allows a rite master to maintain fetishes that might otherwise lose their power and build of contracts made with spirits that were sworn by their forefathers. Choosing to inherit the contracts with spirits sworn by other Uratha is seen as an honorable act by the spirits.
Rites of the People
The Rite of Contrition (Level 1) (A)
Symbols: Gifts, Sacrifices, Groveling
This rite is a form of Apology. The offending party uses it to prevent the enmity of spirits or Uratha whom an individual has offended, or to prevent war between packs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, a single inclination of his head may suffice. To enact the rite successfully, the Uratha must either give a small gift to the offended individual, or in the case of a spirit, make an offering to the offended spirit. Such as burning something of value in front of its visage.
System: A penalty is leveled to the roll based on the severity of the offense. The more effort put in, the more the offenses negatives are mitigated. A single success is all that is required for a gracious apology, but may not be enough to mend the relationship. Werewolves who refuse to acknowledge the Rite of Contrition are looked upon poorly by elders.