Werewolf Rituals Guide
Werewolf Rituals Guide
PG 147
Acquiring Rites the spirit of the valiant dead, gives packmates, allies, and friends to make
peace, and to speed the werewolf’s spirit on its way to the ancestor realms
During Character creation, Players may opt to use their “free Gift or next life. Performed: All participants smear small amounts of their own
pick” to acquire a single dot in Rituals. That dot grants him access to the rites blood onto the corpse and the location of final rest. Specifics vary but
that Uratha culture knows and teaches its members.
always include howls of mourning. The ritual ends with the interring of
One dot in Rituals grants a character a single one-dot rite, as chosen from
those listed here. Other one-dot rites may be learned during play through the the corpse, whether underground, in a cairn, on a pyre, or into the water.
expenditure of XP. You may know as many rites as you like, provided you have DF: Ritemaster dishonors deceased in some way. He suffers a -1 penalty
the required XP to spend. You may not know rites with a dot rating that on Social rolls towards attendees for a month. S: Speeds the werewolf
exceeds your Rituals rating. along to whatever awaits. ES: The rite is considered particularly moving
More dots in Rituals can be acquired through play with XP as if the Rituals and effective. Ritemaster gains +1 Social bonus toward attendees for the
were a Gift list with which you have an affinity. next month.
Each time you acquire a new dot of Rituals, you gain a new Rite of that level.
NEW RITUAL NEW DOT X 5 Rite of Dedication (*) (Harmony/ Extended [10 successes; rolls represent
NEW RITE NEW DOT X 2 1 turn]). Allows a werewolf to ritually tie mundane objects to his Essence
which can then be change with the werewolf or merge with his flesh, as
Rite Description well as, the items can enter the spirit world with him. Performed:
Involves cutting the recipient with a claw and smearing his blood on the
Most rites have no cost in Essence (E) or Willpower (P); for those item in question, drawing a circular pattern. At the culmination, the item
that do, any invested points are lost if the rite is disrupted before completion. absorbs the blood, leaving no stain. DF: The Rite fails. S: Target may have
Although rites are often very formal in nature, they are never one item per PU bound to him. He may choose to release a dedicated item.
considered rote actions. Rites that take more than an instant action to perform Items dedicated include a set of clothing and minor items within (they
may be disrupted. A rite fails automatically if the practicing werewolf is
must be within when changing or sidestepping) or a backpack and
paralyzed, grappled, rendered mute, or otherwise sufficiently hindered to
break the flow of the performance. Each point of damage suffered in a turn contents already within. ES: The item doesn’t count towards the PU limit.
during the performance of a rite is a penalty to the next casting roll made. Each
failure incurs a cumulative -1 penalty per failed roll until a success roll is made, Rite of Renunciation (*) (Harmony/ Extended [50 successes; each roll
at which points those penalties are voided (this equates to the performer represents 10 minutes) Allows a werewolf to leave current tribe formally
getting back on track), or a Dramatic Failure is made (DF). while causing the least amount of offense to the tribe’s patron totem and
Teamwork is possible in performing an extended rite, but only if the other werewolves of the tribe. Performed: The werewolf who renounce
assistants also know the rite in question. Teamwork isn’t possible on instant
his tribe must perform this rite. Usually performed in the presence of an
rites. Harmony is rolled for assistants, with all the relevant modifiers, and
successes achieved for them are added to the rite performer’s roll. However, all elder of the tribe, but if none are able to attend, a summoned spirit of the
failures accrue a -2 penalty to the rite performer. tribal totem’s brood or effigy is substituted. The user begins with the ritual
Exceptional Successes (ES) are gained if 5 extra successes beyond speech of renunciation, praising the virtues of the tribe even as he admits
the normal are acquired upon any roll that equals a rite has been successful. his inability to hold to them. In variations of the rite, the user symbolically
sheds some token of tribal membership. At close of the rite, the user
Modifier Situation kneels, bows, or exposes his belly before the elder, spirit, or effigy as a
+2 Ritemaster meditates successfully prior to ritual (that is, 4 final gesture of appeasement. DF: User makes an embarrassing gaffe and
or more success are accumulated in a meditation Attribute
task pg 51). insults the tribe or totem and is likely to gain enemies. S: The Rite
+2 In the vicinity of a powerful locus (rated ****+) concludes and no longer is the user a member of the tribe. The user loses 1
+1 In the vicinity of a locus (* to ***) dot of Renown in the category associated with his former tribe. ES:
+1 Ritualist has gained goodwill of local spirits. Closing plea is moving, and former tribemates will view him with more
+1 Ritemaster is in Dalu form. kindness and camaraderie.
+1 Ritemaster’s auspice moon is in the sky.
-1 to -3 Performer suffers wound penalties. Shared Scent (*) (Harmony/ Extended [5 successes per packmate; each
-1 Local spirits are hostile to ritualist
-1 City suburb or town (only if rite is performed in physical
roll represents 1 turn) Werewolves learn how to hunt together by sharing
world). the scent as long as he’s tasted his prey’s blood. Performed: Gather pack
-1 Distracting environment (powerful odors, noisy, heavy within a small, quiet, area. The ritualist intones a howl to Father Wolf,
downpour). with members of the pack joining in as a chorus. At the peak, he who
-1 Per point of damage taken during ceremony. tasted the prey’s blood cuts his tongue with a consecrated knife and passes
-2 Packmates are involved in battle. the knife around to the others. All those present “own” the scent and can
-2 Dense urban area (only if rite is performed in physical track the prey as though they had bitten him themselves. The rite only
world).
shares the most recent scent the ritemaster has captured and only within
-2 Ritemaster is struck during rite but takes no damage.
-Varies Ritemaster is struck and takes more than 2 points of the first 2 hours after he’s bitten his victim. DF: The ritual is tainted, all
damage equaling -1 penalty per point of damage. involved have an added -4 to track target until the blood is tasted again. S:
-3 Rite is performed in a Barren. +4 to any roll to track prey and the scent stays with the Uratha for 1 year.
-1 Cumulative Per successive failure rolled until such time as a success is ES: As above but +5. NOTE: The target’s scent must still be found.
again gained (at which point all negatives are voided for
this situation). Rite of the Spirit Brand (*) (Harmony/ Extended [15 successes; each roll
Gift write-up format: (Cost / Action / Activation Roll). DF = Dramatic Failure; S = represents 1 minute of effort) Another must perform this Rite for another
Success; ES = Exceptional Success. E = Essence, WP = Willpower. to confirm, through a Lune, the right to greater standing among the Uratha
and Spirits. Performed: User intones a chant honoring the subject’s
Banish Human (*) (Harmony vs. Resolve/ Instant or contested; resistance is
strength and wisdom. The wording may be poetic or modern, depending
reflexive.) Forces living human or animal out of the spirit world. Many use
on the ritemaster’s talents, but it must be respectful. As he chants, the
to interfere with Mages in the spirit world. Performed: Takes one turn and
ritemaster’s nails perform ritual patterns across the subject’s skin. As the
must be in arm’s reach of the target but doesn’t have to touch him, he emits a
rite continues the patterns glow with silver light and take the form of spirit
howl of rage and commands the subject to return to his home realm. Those
brands. DF: Seen as shameful; however, the ritemaster must start anew, if
performing magic to stay in the spirit world, a contest resolve roll may be
the subject allows. S: Brands blaze and fade to the proper state (invisible if
had. DF: Cannot use in the scene. S: Banished to the nearest equivalent
in the physical world). ES: The subject gains +1 to all Social rolls made to
location in the physical realm. If in a place with no earthly analogue, he
influence spirits for the duration of the scene.
returns to a random location such as home or birthplace. ES: Subject cannot
return to the spirit world for a number of days equal to user’s Harmony dots.
Banish Spirit (**) (Harmony vs. subject’s Resistance) Forces, somewhat
brutally, a spirit through the Gauntlet and into the Hisil. Performed: The
Funeral Rite (*) (Harmony/ Extended [10 successes; rolls represent 15
target must be bound or physically prevented from moving more than a
minutes]) Performed after the death of a werewolf to provide proper honor to
meter or two in any direction. The ritualist approaches the bound spirit and the subject returns to his previous activities, all the while unconscious of
performs a brief snarl of exile and refusal, complete with similar gestures, where he was going or why. If takes the mortal more than an hour to
then slowly circles the spirit counterclockwise, and sprinkles it with salt reach the site, the rite breaks down and the subject loses the compulsion
water from each of the four cardinal directions. The key is, in First Tongue, (although curiosity might drive some humans to figure out what was
repeat the phrase, “I banish you from this realm,” Galer za da sar, five-time going on).
throughout his performance. DF: This rite cannot be used against this spirit Modifier Suggestion
again for a lunar month though the spirit may leave itself for the spirit +2 Subject is asleep.
wilds. S: The spirit is banished from the physical world. ES: The spirit +2 Subject is wolf-blooded
can’t return to the physical world for 1 lunar month.
Cleansed Blood (**) (Harmony/ Instant) By enacting this rite, a
Blessing of the Spirit Hunt (**) (1E/ Harmony/ Instant) Blesses the teeth werewolf can lose a spiritual trail, perhaps to turn the tables on his
and claws of a werewolf, so that they can catch and rend an ephemeral hunter. Performed: Performed on the shores of running water (of any
spirit as if it were solid flesh. Performed: Cut with a claw, and use the type). The subject can be human, werewolf, or another creature, and need
blood to mark a glyph on the forehead and on the back of each hand while not be present for the performance. Take a handful of fur, hair, or feathers
intoning a blessing in the name of Father Wolf and the Firstborn. The glyph from the subject, as well as a few ounces of the subject’s blood. These
remains visible for the duration of the rite’s blessing, which may strike fear two things are mixed together with water from the source while the
into any spirits who recognize them. DF: Cannot attempt again until the ritualist utters a low change. Chant until the mixture is poured into the
next night. S: Ritemaster or subject pays the Essence and the subject can stream to complete the rite. DF: May not try to cleanse the subject’s trail
strike ephemeral spirits as if they were solid, as long as he is using natural again for a full week. S: Any creature who could track by the taste of the
weaponry. This rite can be used to directly affect a spirit within a Claimed subject’s blood, loses that taste. Normal tracking by scent or talent may
victim, though harming the victim as well. As well, it may be used to strike be used, or the taste of the subject’s blood may be reacquired. ES:
blindly at ephemeral spirits (-5, ST option) in twilight for which they can Subject’s physical scent fades slightly. Tracking by mundane scent
feel when struck. The blessing last for one scene. suffers a -1 penalty.
Modifier Suggestion
Call Gaffling (**) (Harmony vs Spirit’s Resistance/ Extended [40 -1 Subject is human.
successes; each roll represents 1 minute]; potentially contested) Summon a -1 For each full moon that has passed since the subject’s
Gaffling, generally unfriendly, and under no compulsion to cooperate. scent was taken.
Performed: Mark out a sacred circle and sit in the middle. Next, consume a -2 Subject is a prey animal (herbivore).
small amount of hallucinogen, stimulant, or depressant. Then place a few
hundred grams of chiminage on the ground before you (food, precious Fortify the Border Marches (**) (Harmony/ Extended [20 successes;
metal, gems, or other substance appropriate to the spirit’s type. Chiminage each roll represents 10 minutes]) Mimics the ability of Azlu to affect the
may be burned, buried, or doused with water to bring it to the spirit’s Gauntlet, though to lesser effect. Performed: An hour-long rite. Weave
attention. Lastly, perform the ritual howl of summons. A single Gaggling of silk thread into a small patch of cloth (use tools to do such). The act of
the chosen type arrives within several minutes of the rite, if all goes well. weaving is important, although the patch of cloth is burned as an offering
DF: Ritemaster must begin again. S: Most Gafflings come automatically, to the spirits that maintain the Gauntlet. DF: The Gauntlet’s penalty is
unless doing so goes against important duties. In this case a Resistance is increased or decreased by 1 in direct opposition to the ritemaster’s intent;
rolled as a contested action. Once a spirit is summoned, the ritualist must which last for one lunar cycle. S: The Gauntlet in a 2,500 square feet (a
either bargain with or bind the Gaffling to serve. ES: The loser suffers a -1 50’ x 50’ square or other similar area) is increased or reduce by 1. The
penalty to all subsequent rolls (which is cumulative if one side achieves effect remains in place for 1 lunar cycle. The rite cannot be performed
more than one ES. multiple times on the same area. If one spot is overlapped by two uses,
Modifier Suggestion the effect of only the most recent applies. ES: Effect lasts 2 lunar
+2 Chiminage is very valuable to the spirit. months.
+1 Spirit is particularly disposed toward ritemaster’s tribe
or Hallow Touchstone (**) (Harmony/ Extended [40 successes; each roll
Auspice (an Elunim answering an Elodoth’s rite, a war- represents 5 minutes]) The ritemaster can create a touchstone that bears a
spirit answering a Rahu’s rite). measure of the locus’ energy. It may be the final step when a locus must
+1 Chiminage is particularly valuable to the spirit. be abandoned, thus denying their enemies that strength. Performed:
+1 or more Werewolf outranks the spirit. Procure an appropriate physical vessel for the touchstone, something that
-1 or more Spirit outranks the werewolf. is either a part of the locus’ physical form or a reflection thereof: shard of
-1 Attempting to summon a specific individual spirit. broken glass from a warehouse, piece of bark from ancient oak, or a
-3 Attempting to summon a specific individual spirit from sliver of bone from burial ground. The ritemaster sits at the heart of the
1 mile away. locus’ area of influence and begins chanting and gesturing for about an
-5 Attempting to summon a specific individual spirit from hour. DF: The chosen item can’t be made into a touchstone. S: Up to 3
10 miles away. Essence from the locus may be placed in the hallowed touchstone. Any
werewolf carrying the stone may drink the touchstone’s Essence as a
Call Human (**) (Harmony vs Subject’s Resolve/ Extended and contested reflexive action but only 1 Essence may be drained before it loses it
[30 successes; each roll represents 1 minute]) Summons the nearest mortal efficiency. Drinking as a standard action, 1 Essence may be drained
human within 5 miles. Only works within the physical world, though rarely without losing any excess. A touchstone loses 1E per day. ES:
used, these days, for ethical reasons, and cannot be used to call a specific Touchstone stores 5E.
human. Though it doesn’t call supernaturals, it can call wolf-blooded who
are more susceptible to it. Performed: Mark a specific location and remain Rite of Contrition (**) (Harmony/ Extended [10 successes per Rank of
close throughout the performance. Provide “mortal” chiminage: objects the spirit; each roll represents 1 minute]) Performed to apologize to
considered to be alluring to the local mortal population. Perform a howl of another being for an act of dishonor. Used to rectify real offenses, such as
summons while moving counterclockwise around the chiminage. Every 5 violating totem’s ban or destroying a valued servant of the spirit in
minutes, until the rite’s subject arrives, howl along with nearby packmates. question. Performed: For several minutes the ritualist, first, chooses a
DF: Inadvertently summons something powerful and hostile – not sort of spirit known to be favored by the subject of the rite. Unless the
necessarily human (at ST’s discretion). S: A human feels an irresistible spirit is powerful enough to perceive from a distance, the spirit must be
compulsion to travel to the site location. It will wake that mortal out of a present for, although it may be on the other side of the Gauntlet. Second,
sound sleep though he enters something of a fugue state, though retaining an appropriate handful of food is burned. Third, the ritemaster describes,
self-awareness. The subject receives a general idea of the distance to the in humble tones, the offense he committed and begs forgiveness, in First
site, as well as the direction. He travels as quickly as possible, though the Tongue, while exposing his bare neck. Subject’s response is Ss’uthaf, “I
Rite won’t compel him to empty a savings account to buy a car. The subject accept you,” or he turns his back to not accept. DF: Subject is offended.
doesn’t show up until the ritemaster wins the contested ritual. Otherwise, S: Spirit is less ill inclined toward the werewolf. Social penalties may be
reduced by a die or two. ES: Hastens spirit’s forgiveness and ritualist gains -1 Attempting to summon a specific individual spirit.
+1 to Socialize with the subject for a month. -3 Attempting to summon a specific individual spirit
Rite of Dormancy (**) (Harmony/ Extended [10 success per dot of locus from 1 mile away.
rating; each roll represents 1 minute]) Allows pack to leave a locus -5 Attempting to summon a specific individual spirit
“sleeping,” greatly reducing its flow of Essence, making it hard to find. from 10 miles away.
Best performed on a loci that a pack controls; though, could be used to Rite of Healing (***) (2E per Health point healed/ Harmony/ Extended
temporarily shut down loci outside their territory; however, spirits are likely (5 to 25 successes; each roll represents 15 minutes) Increases a subject’s
to reactivate it after the pack leaves. Performed: Invoke appropriate spirits regeneration until they can overcome even the most severe wounds.
around the locus’ spirit reflection. Chanting in First Tongue, in a low, Performed: Evenly spaced patients gather around the Ritemaster as he
monotone growl, and anointing the locus’ physical form with juice of chants or sings an invocation to ancestor-spirits and spirits of strength
crushed evergreen needles, pure water, or some other substance meant to and mercy while cleaning the patient’s wounds in pure water; although,
obscure scent. DF: Successes are lost; cannot be attempted again for 24hrs. some lick the wounds clean. The Rite does no involve howls. DF: May
S: Locus goes dormant for 1 lunar month. Attempts to find it suffers a -4 not heal given recipient(s) again until next night’s moonrise. S: May heal
penalty. Cannot be tapped for Essence while dormant. A werewolf or spirit up to 5 Health lost to aggravated damage; each point regained cost 2E
who finds a dormant locus can revive it with an 1 Essence. ES: Dormancy and requires 5 successes. Either the ritemaster or subject(s) may pay the
is 2 lunar months. Essence cost, or split the cost. All Essence is spent before the ritemaster
begins the rite, in order to charge the rite with added power needed.
Bind Human (***) (Harmony/ Extended [20 successes; each roll Multiple recipients may be healed if within arm’s reach of the ritemaster.
represents 10 minutes]) Twofold function of securing location against Unconscious subjects may be tapped by the ritemaster, though he cannot
unwanted human intrusion or to bind a human to a location. Neither ritual is force conscious targets. The Rite may only be used once per day and only
entirely foolproof against a human. A) Used to bind a person to a location, works on the Regenerative ability of the Uratha.
the ritemaster provides a single means of escape from the bond; he must
express that means to at least two others – neither have to be the subject. Rite of Initiation (***) (Harmony/ Extended [10 successes; each roll
Means of escape can be near impossible, but not a true impossibility. represents 1 minute]) A newly Changed Uratha is given the opportunity
Phrased, “Once you accomplish this task, you may depart.” B) Securing to join a tribe. A) The first part of the Rite is an ordeal either physical or
location, no “password” is required, though a specific action to allow mental and may even cause death with harsh ritemasters. B) Enduring the
human passage may be chosen. Example: a human with a crow’s feather ordeal, the subject swears the Oath of the Moon, including the vow
may pass. Effects: faint nausea, headaches, sense of vertigo, or a levied by his new tribal totem. Once the oath is accepted, he becomes a
combination of unpleasant sensations. Subjects cannot step beyond the area member of the tribe in full. Performed: Varies from tribe to tribe and
unless he resists the ward. Performed: A) Using claws, the ritemaster draw also from region to region. Most cases, it takes place in tribal gatherings
a series of sigils (using muddy water and ash) to clearly mark out precise but some are inducted by a solitary ritemaster. The applicant must have at
boundaries. B) As above, however, marks are placed on every path of entry least 1 dot of Renown in the appropriate category to undergo the rite. 1)
into the area. Outdoors, the sigils are repeated every few meters to form a The tribal totem is called and asked to watch the ordeal and determine if
rough boundary. Either case, the area cannot be larger than a 50yrds radius. the new supplicant is worthy. Sometimes, the subject is sponsored. 2)
Takes 1hr to complete. DF: Successes lost; the ward cannot be attempted The supplicant takes on the chosen ordeal. If the subject does his best to
for 24hrs. S: Human bound temporarily, though attempts to pass, roll pass the ordeal, but fails, the ritemaster may give the Rite again in a few
Resolve + Occult – half the ritemaster’s Harmony (round up). 1 die is added months’ time. Those who choose to not complete or turn his back on the
for ghouls and other supernatural humans. Supernaturals add appropriate ordeal must find another Tribe or become Ghost Wolves. 3) The Oaths
resistance trait. Mortals get 1 to 3 extra dice when stated term is directly are given and treated like full members of the Tribe and the tribal totem
against their moral code. Otherwise, he cannot try to escape for another teaches the new member a Gift shortly thereafter. DF: The ritemaster
hour (and subsequent hours if continue to fail). Each attempt after the first insults the tribal totem. He gets a -2 penalty to all Social rolls to
receive a cumulative -1 penalty (-5 max). Lasts for 24hrs, although each influence his tribemates or the spirits of his tribal totem’s brood for 3
Essence spent increases the duration by 24hrs. Ritemaster dismisses by lunar months. S: Subject is accepted into the tribe. ES: The totem is
erasing a portion of boundary with a claw. ES: Add 4hrs. impressed with the subject who gains 1 die on all Social rolls to
tribemates or spirits of his tribal totem’s brood for 3 lunar months.
Bind Spirit (***) (Harmony vs. Spirit’s Resistance/ Instant [once circle is Modifier Suggestion
completed]) Allows binding a spirit to a location or prevent a spirit from +2 Subject performs exceptionally during the ordeal.
entering a location. May be used to bind a spirit into a part of the Shadow -2 Subject performs poorly during the ordeal.
or physical world, thus it cannot cross the Gauntlet. A single means of
escape must be express to two others, within 1hr – neither having to be the Rite of the Moon’s Love (***) (Harmony/ Extended [10 successes; each
subject. Performed: Draw circle around fringes of an area before roll represents 1 minute]) Prevents Lunacy from taking hold quite as
summoning a spirit (requires 20 successes on extended Int + Occult roll; strongly as it otherwise might – at least, for those who share a measure of
each represents 1min.). The circle is marked with dozens of claw-sigils, wolf’s blood. Performed: Grasping the subject’s hands in his own, the
while a half-howling chant is performed before the spirit summons. Once ritemaster leads him in a ritual chant in the First Tongue, begging for
spirit has been summoned into the circle, the werewolf must complete the acceptance. A single silver coin is laid on the ground between them as
last notes of the howl before the spirit realizes what is happening. To bind chiminage to the Lunes. The ritualist cuts his finger and traces symbols
spirit already present, the werewolf completes aforementioned circle in of the moon on the subject’s face. The last of the blood is smeared onto
secret or somehow wrap the subject 3 times in silvered thread, then the silver coin (which disintegrates into smoke),, along with a final,
performs the aforementioned chant. The thread can brake until the third pleading howl. The subject must have the Wolf-Blooded Merit. DF:
loop is complete. After, it can only be broken if a mistake in the chant is Subject’s primal fears are intensified and he reacts to Lunacy as though
made. Rite doesn’t work on ghosts. DF: Circle/thread is broken; spirit gains his Willpower was 2 lower (min. 1). May not be tried again for duration
1 Resistance the scene. S: Spirit cannot break free except A) Ritualist of scene. S: Subject reacts to Lunacy as though his Willpower was 2
states, “I release you.” B) Circle is broken or thread is snapped by an higher (max. 10) for the duration of the moon phase. ES: As above,
outside force. C) Expressed method accomplished. ES: Opponent suffers -1 however, as if his Willpower was 3 higher.
to subsequent rolls (cumulative per ES).
Modifier Suggestion
+2 Chiminage is very valuable to the spirit.
+1 Spirit is particularly disposed toward ritemaster’s tribe
or
Auspice.
+1 Chiminage is particularly valuable to the spirit.
+1 or more Werewolf outranks the spirit.
-1 or more Spirit outranks the werewolf.
min]) A complex and subtle yet extremely varied ritual to create a fetish.
A spirit must be on hand or called, though if caught, it must be bound
(Bind Spirit rite). Hostile spirits bound into fetishes will slowly corrupt
that object, perverting its function and powers. Broken fetishes free the
spirit within. Performed: An object is placed at the center of a ritual
Sacred Hunt (***) (Harmony/ Extended [each roll represents 1 min] for circle, or within a hostile spirit’s binding circle before the Binding Rite
the rite itself. The hunt can take a matter of hours or all night and is begins. A small amount of appropriate chiminage is burned as
considered one scene for purposes of a Gift or rite’s duration.) Allows appeasement while the ritualist expends Essence to bind the spirit in
Uratha to ritually hunt spirits for Essence by placing a mark on a spirit and place, as he describes the fetish’s purpose and powers in the First
then chasing it down; thereafter, the Uratha say a prayer of respect and Tongue, all the while walking an ever-shrinking circle around the spirit
gratitude for the spirit’s sacrifice. The hunt can take place in the Shadow or and fetish. During the ritual, the spirit’s substance decays and is visibly
in the physical world. The ritemaster must have a spirit at hand or be able to pulled into the item where it is wholly bound. A 1 dot fetish can be
summon one. The pack gives the spirit an hour before chasing it down. created with a Gaffling, while a 3 dot requires a Jaggling, and a 5 dot
Spirits are rarely willing volunteers but are given a promise that it will requires a powerful Jaggling. DF: Object ruined, spirit freed. S: Fetish
survive the experience. The spirit will not use Numina that cost Essence nor created.
seek help or gain help. In the physical world, the pack must perform the Modifier Suggestion
Blessing of the Spirit Hunt before beginning. Spirits who ride material +2 Chiminage is very valuable to the spirit.
beings forfeit guarantees of surviving a hunt. Once caught, the Uratha may +1 Spirit is sympathetic to the Uratha or his goals.
devour Essence as a spirit would; however, they are bound by tradition to +1 or more The Uratha outranks the spirit.
leave the spirit a small bit of Essence so it may reform. Performed: The +1 Chiminage is particularly valuable to the spirit
ritemaster draw a map or marks out a section of a map to represent +1 Fetish vessel is of fine quality
boundaries of the hunting ground to which the spirit is bound. (This area (decorated/embellished).
can be no smaller than the entirety of the pack’s territory, though it can be +1 Uratha’s pack totem is of the same brood as the
larger.) He then burns the map while offering chiminage appropriate to the spirit.
spirit summoned. The packmates howl out a reminder of the ancient pact -1 or more The spirit outranks the Uratha.
that binds lesser spirits to take part. DF: Names the wrong spirit as quarry -1 Item is of average quality.
or attracts the attention of a more powerful and dangerous spirit from the -2 Item is of average quality.
Shadows. Even if the Uratha defeat it, they gain no Essence. No other -2 Spirit is hostile to the Uratha or his goals.
attempts can be made in the same night. S: The spirit is marked which last -3 Spirit is an enemy of the Uratha’s pack totem or
from the culmination of the rite until sun rise. The spirit leaves a physical brood.
trail in either realm. When the hunt is completed, participants may divide
the spirit’s Essence with any remainder going to the ritemaster. Honoring Rite of Chosen Ground (****) (Harmony/ Extended [50 successes;
the rite, the Uratha leave the spirit 1 Essence. Permanently destroying a each roll represents 1 day’s effort]) This ritual infuse the spirit reflection
spirit marked as sacred quarry is cause for a 3 die degeneration check for of its territory with the kind of Essence that members prefer, influencing
Uratha of Harmony 5 or higher. Cannot be used to mark other than lesser the area’s resonance and attracting specific spirits while repelling
Jaggling spirits. ES: After the hunt, each participant regains 1WP. unwanted ones. Performed: Using a locus as the focal point, a pack uses
varied methods to bring out wanted resonances with appropriate actions.
Wake the Spirit (***) (Harmony/ Extended [15 successes; each roll The pack engages in appropriate activity for 4hrs each night or day,
represents 1 min]) Spirits awakened by this rite acts according to its nature culminating with 1hr of elaborate ritual led by the ritemaster. DF:
– no more, no less (however, they can be asked questions). Performed: Powerful or multiple antagonistic spirits may attempt to claim the area.
Ritemaster drums, chants, dances or performs some other form of rhythmic S: The local flow of Essence is adjusted, bringing out the desired
noise and motion as he moves about the object or place to be awakened. resonance. For the next year, all pack members and spirits that are either
DF: May not attempt to awaken particular spirit again for 24hr. S: allied or with the resonance in question gain a +1 to all rolls involving
Performed on mundane item or place wakes the potential spirit within. The appropriate activities. The effects of the rite apply over an area equal to 3
item then possesses a spirit analogue in the Shadow Realm. When times the radius of a locus’ influence. The rite last for a year unless the
performed on an animal, a Gaffling related to that animal in the spirit world area is neglected or appropriate changes in the territory take place. ES:
wakes. The Gaffling isn’t directly connected to the animal in question, The bonus is +2 for 24hrs after the rite’s completion; thereafter, +1.
though and it doesn’t have to remain in the animal’s area. A newly
awakened spirit is always a Rank 1 Gaffling with average traits for its class. Drawing Down the Shadows (*****) (10E +20E per lvl of the locus
The rite doesn’t work on sentient creatures or objects and animal (spirit created./ Stamina + Occult [Harmony] every hour for the participants
representation) already awakened. The ritemaster gains a +1 to all rolls to with penalties of -1 for each two hours after the first. Teamwork does not
influence the newly woken spirit, including Gifts and rites, for the duration apply and failure gains another -2 for that character. A DF collapses that
of the scene. ES: Spirit is positively disposed toward the ritemaster for the Uratha, while a DF for the ritemaster fails the rite./ Extended [20
first few hours. successes +5 per lvl of locus; each roll represents 1hr.]) This rite allows
Uratha to pour Essence into an object and create a locus. The object must
Ephemeral Eyes (****) (1E/ Harmony/ Instant) A dangerous and costly be saturated with spiritual energy before the rite’s power can forge it into
Rite that allows ephemeral Shadow Realm Spirits in Twilight to be viewed. a beacon of Essence in its own rite. The rite incorporates the use of
However, spirits may also notice the eyes who view them with a successful touchstones (Jasper or Basalt). Wise ritemaster will call strong local
Resistance roll (thus taking notice of a Uratha in human or wolf form). spirits but not those who may prove powerful rivals. Performed: Find an
Performed: Pricking the flesh, welling blood is dripped in the subject’s appropriate object to be the focus of the rite, then the pack piles their
eyes after being imbued with Essence. The eyes of the subject radiates dull collection of touchstones around the object in something resembling a
red and thus the Rite isn’t performed lightly and nor readily taught (Rank loose cairn. Each Uratha participant cuts their palm and lets a measure of
3). Many blindfold themselves, as this does not block their ephemeral sight. blood run onto the touchstones. The ritemaster dips a claw into the blood
DF: Subject goes temporarily blind for one hour, though visions of the dead and paints a series of glyphs around the locus. Time-consuming and
may haunt him and Spirits may know of him. S: Subject sees ephemeral exhaustive series of chants, dances, howls and even impromptu ritual
spirits within sight for 30 seconds, at which time, the blood becomes diluted combat is half-improvised. The ritualist knows the common themes to be
by tears. ES: As success, though even the dead spirits of twilight may be included and leads the group through them, culminating in a great howl
viewed when eyes become milky red (and they can peer back). Used in that lances across the Gauntlet (binding flesh with spirit in the form of a
conjunction with Blessing of the Spirit-Hunt to effect spirits. ST determine locus). Each participant gain 1E per hour for the purpose of feeding the
ghostly and spirit reactions. rite: up to 3E during the bloodletting, and 1E per hour of participation
may be spent. Doesn’t work in Barrens. DF: Rite disrupted and Essence
Fetish Rite (****) (1E per lvl of the fetish to be created/ Harmony/ lost. S: The object becomes a 1 dot locus, with each additional 5
Extended [15 successes + 10 per lvl of the fetish; each roll represents 1 successes and 20E raining it by 1 dot.
question to the sky. Then he pours a strong-smelling liquid like urine or
witch hazel on the ground, howls, drums or chants until the outside world
fades from view. Lastly, he pours ink or blood into the water. As the
water clouds, the surface shimmers and reflects a scene in answer to the
question, observing it as if he were present. DF: False vision. S:
Understand exact area being shown, the ritemaster, for 5 minutes, clearly
sees answers to his question and implications for the surrounding area.
ES: Vision also indicates events leading up to the answer. +1 modifier to
Rending the Gauntlet (*****) (Harmony/ Extended [20 successes; each vision related rolls.
roll represents 1 min) Uratha may force their way through the Gauntlet even Modifier Suggestion
away from a locus. Performed: The ritemaster, in Dalu, claws the air in a +1 Local spirits or resonance is favorable to the Uratha.
series of passes, tracing mystical symbols. He begins to feel more resistance +1 Chiminage is valuable to the local spirits.
as the rite progresses. At the height of the rite, the Gauntlet becomes a soft -1 Local spirits or resonance is opposed to the Uratha.
membrane for which his pack may pass through. DF: A hostile spirit might -1 or more Answer to the question is deliberately obscured in
slip through before as the weakened spot heals. S: Temporary passage some way.
allows the pack to enter or exit the spirit world for 1 turn, after which, it -2 Uratha is of low Renown (highest trait rated 1 or 2)
reseals. Other denizens of the physical realm without Essence can attempt
to pass though it requires 1W and a Composure + Resolve roll. ES: The Transfer the Spirit’s Blessing (*****) (2E per lvl of Gift [both
Passage opens with great speed, which spirits will perceive as a powerful participants must spend the full amount]/ Harmony [taking part whether
entity forcing its way through, making most spirits flee. Modifiers: it succeeds or fails is a sin with a Harmony Threshold of 4. Parties will
Gauntlet’s relative thickness applies to this rite. also lose Purity Renown]/ Extended [20 successes + 10 per lvl of the
Gift, each roll represents 20 min.]) The ritualist rips a Gift’s Essence-
Lore of the Forsaken mark from a Uratha and grafts it to his own Essence. It is extremely
painful and dazes both participants. Those gaining a Gift feel unprepared
for it and must learn how to use it, while those losing a Gift have a hole
Ritual Mind (*) (1E/ Harmony/ Instant) Redresses the ritualist’s Harmony
by petitioning Mother Luna to watch over their workings. Performed: ripped in his Essence and must come to terms. Few know this rite and
those discovered with it are usually hunted. Performed: Done during a
Used to assist the ritemaster in another rite. All materials required for the
other rite must be collected before starting as both rites must be done in new moon, in open air before the sun rises. The ritualist aligns his
Essence with that of the other participant by joint howls, mad dancing, or
quick succession. The ritualist faces Mother Luna and howls his need for
clear thought and balance to the four cardinal directions, turning clockwise. sexual intercourse. A fire built within a circle marked with chalk and
saltwater, the rite is lead with exhausting series of dances, while offering
DF: the following rite suffers a -2 modifier, due to confusion. S: +1 to
ritualist’s Harmony for following rite (can be used only to offset penalties). burned bribes to the local spirits with Essence. The manic action
dissolves into howling nonsense to the sky and spirits. As the fire burns
ES: Ritualist gets 3 dice.
out, participants cut their palms and place them on the embers. DF:
Essence lost and Harmony must be rolled. S: Transfer takes place. The
Fresh Scent (**) (Harmony/ Extended [10 successes, each roll represents 5
min.]) Rite cleanses the subject’s physical scent and make minor changes to donor loss the Gift and can never re-learn it. The recipient gains the Gift
but suffers a -1 upon the first few times of use. Both parties suffer a -1 to
all his forms, making him just different enough to evade anything hunting
him that hasn’t tasted his blood. Frequent use of the rite is seen as a sign of all rolls for the next week as they slowly repair the damage from this rite.
ES: Healing faster the -1 penalty lasts 2 days.
cowardice. Performed: Before a fire under an open sky, usually stoked
with green wood for lots of smoke. The ritualist casts items symbolic to the
subject – must be Uratha – into the fire, along with a lock of hair or tuft of Blood of the wolf
fur and other items that represent the subject as who he is. Once the smoke
takes the symbols, the ritualist extinguishes the fire and traces ash glyphs Bar to Birth (**) (Harmony/ Instant) Wards the womb and prevents any
over the subject’s face while chanting to the spirits. Subject washes away new life from taking root. Performed: During menstruation and when
the ash revealing his new face. DF: Subject’s scent grows stronger and he is the moon is in the sky, the ritemaster takes a dab the subject’s menstrual
easier to recognize giving those who track him a +1.S: Target’s hair and fur blood and writes Luna’s name in First Tongue above the subject’s womb.
color and length, build, facial structure and scent all change by just enough If successful, the blood evaporates. A ritemaster knowing this rite also
to make him appear to be different. There is no control over the new knows how to lift the ward, which requires simple incantations and a
appearance. Attempts to track the subject based on normal stats suffer a -5 willing subject. DF: Cannot be tried till next menstruation. S: For one
for one week. Tracking by the taste of the subject’s blood is unaffected. ES: month the subject cannot become pregnant; however, does not protect
Changes last for 1 lunar month. against conception of Ghost Children. ES: Lasts for 3 months.
Rite of the Bone Club (***) (Harmony/ Extended [25 successes, each roll Shadow Play (****) (1E per success/ Harmony/ Extended [1 to 100
represents 15 min.])The first ritual dedicated to war between Uratha, a bone successes, depending on Essence spent; each roll represents 5 min.]) The
club is used as a weapon. Performed: Intricate glyphs signifying death and Rite calls upon the location to replay a portion of its spiritual lifespan.
war are carved onto bone of a foe’s victim. The ritualist lays the bone at the The ritualist can often learn of events or times when a particular place
center of a circle of fire while he howls litanies of the fallen and tales of his had a different resonance or of tragedies that occurred in the past. The
enemy’s actions to the sun. Blood from the ritualist is cast into the fire as he rite can reach back centuries; although, it levies a terrible cost. What the
howls, linking the bone to himself and his foe and ends the rite by smearing rite shows is how the place’s reflections has change over time in the
his blood on the bone as he takes it from the circle. The bone is empowered Shadow, but not give a definitive answers to a question. Performed:
to kill the enemy named. Once the task is complete, or 3 sunsets pass, the Within the Shadow Realm, the ritualist first determines the boundary of
bone crumbles to dust. DF: The bone breaks. S: The bone becomes tougher the area he wishes to perform the shadow play – leaving chiminage to the
than steel and functions like a club. When fighting the named enemy, the local spirits at key points. Then he performs a ritual howl and lapses into
ritualist gains 3 dots of Health and the club deals aggravated damage. ES: a trance, and though others in the spirit world begin to see strange bands
As above, and against the enemy, the club gains a +1 modifiers. of distortion, the vision is only granted to the ritualist. In awakened areas,
this ritual may only be performed with the spirit’s acquiescence. DF:
Questioning Rite (****) (Harmony/ Extended [40 successes, each roll Spirits become openly hostile. Rites performed by the Uratha suffer a -2,
represents 10 min.]) Used to ask spirits on the ritemaster’s territory 1 in this area, for a lunar month. S: Each success replays 5yrs in roughly 5
question. If the pack neglected their territory or the local resonance is minutes, costing 1 Essence. While he can attempt to search for
unfavorable to the spirit, it may not answer honestly. Low Renown Uratha particularly significant events, it is very difficult to control. ES: 50yrs of
have harder times convincing spirits that his need is genuine and worthy of past history for 1 Essence.
attention. Performed: Bury items as chiminage to spirits of the ritualist’s Modifier Suggestion
territory. He sits in front of a bowl or pool of clear liquid and howls his +2 Very valuable chiminage/ Spirit is connected to the
event in question. Rite of the Duel (*) (Harmony/ Extended [15 successes; each represents
+1 Area is connected (like territory) to the ritemaster. 1 min.]) For Duels, the Lodge uses this rite to suppress weapons so that
+1 Area has a strong reflection in the spirit world. death is so frequent. Performed: A fire burns in the center of the dueling
+1 Ritualist is Cahalith. circle and the ritualist walks around the boundaries of the area, marked
+1 Chiminage is valuable. with weapons, sticks or hands. Once the circle is complete, fire is doused,
-1 Area is equivalent to a house. thereby symbolically quenching the passion of spirits within the circle.
-2 Ritemaster attempting to locate a particular event. Then the ritualist growls in a manner of patient parent and invites the
-2 Area is equivalent to a building. combatants into the ring. DF: Participants are likely to interpret as a sign
-4 Area is equivalent to a city block. that the duel is meant to be to the death. S: Lethal damage is downgraded
to bashing, though doesn’t affect natural weapons. If the circle is left or
broken, the Rite ends. Rite effect lasts for a scene. ES: Aggravated
Mark of the Death Wolf (****) (Harmony/ Instant) A secret Rite taught by damage from weapons is downgraded to lethal, if incurred within the
Death Wolf that ensures a wolf-blood will become a ghost upon dying. If a circle.
wolf-blood undergoes First Change, the spiritual mark, of this Rite, fades, Forging Arms (****) (1E/ Harmony/ Extended [30 successes; each roll
leaving a patch of darkened skin in Hishu form and visible as a patch of represents 1 min.]) Bonds a spirit to a weapon and both to the lodge
stark white fur in other forms. Performed: A night when the moon is member who will carry it for life. Performed: Once all elements are in
waning, the subject is laid out on a stone slab and his forehead anointed place – the weapon built, a spirit captured and bound and the Uratha’s
with fresh blood, that traditionally, comes from a relative. The ritualist then own spiritual aspect exhausted by days of endurance – the rite begins.
speaks a prayer to Death Wolf to mark the subject – that his soul be cloven Commanded by the ritualist, the initiate carries out repeated sets of
to the Bone Shadows after his passing (spoken in First Tongue). The blood practiced forms with the weapon. The lodge members who built the
vanishes, yet a symbol, like that of a Renown tattoo, is visible on his weapon and trap the spirits chant words of the ritual with increasing
forehead. DF: The wolf-blood spasms and dies in terrible pain. The ritualist volume and speed. The initiate is expected to match them until reaching
checks against Harmony loss. S: The subject becomes a ghost upon death. the brink of exhaustion. Just before his collapse, the ritualist speaks the
For every 2 successes, the ritualist may assign 1 anchor to him. Objects to words of binding in First Tongue, thus the initiate and blade momentarily
become anchors are usually personal effects laid around the subject’s body fuse, infusing each other with strength. Each participant in the rite, baring
during the Rite, but places or living beings can be anchors too. Destroyed the initiate, spends 1 Essence. DF: The Rite fails; if the subject also fails
anchors cannot be replaced. Spirits receive a -1 modifier to pierce the his Dex. + Performance roll, he cannot be inducted into the Lodge. S:
Gauntlet around the wolf-blood. ES: Spirit receive a -2 modifier to pierce Subject is successfully initiated and gains the requisite bond with his
the Gauntlet around the wolf-blood. weapon (+3 mod.) ES: All participants regain spent Willpower.
Modifier: Subject rolls Dex. + Performance during course of the rite,
~Rites of the Wild~ each success adds 1 die to ritemaster’s Harmony roll. A failure instead
The Tremulous Howl (*) (Harmony/ Instant) A cry for aid that admits loses 2 die. A DF on this roll forbids him from joining the lodge.
weakness and may bring shame on the ritemaster, his pack, and his tribe.
Those who respond will always know they saved him. Using this rite when ~Lodge of Crows~
hope it truly lost and through no fault of one’s own can be seen as an act of
Wisdom. The Rite doesn’t compel Uratha to aid the source, though it Carrion Messenger (**) (Harmony/ Extended [10 successes; each roll
becomes infallible that something serious is going on. The Pure can represents 1 min.]) Crows can send one another lodge member a crow
interpret the Rite and may choose to follow it to its source. For this reason, messenger. Performed: Rolling carrion between thumb and fingers a
almost all Uratha will drop everything in order to help. Performed: ritualist sings a whispered song to a crow-spirit. The spirit is fed the
Nicking the throat for a trickle of blood and throwing arms and legs wide to carrion as the ritualist tells it a message and the lodge member it’s to
reveal a vulnerable belly before howling which can be heard up to 20 miles find. DF: Crow-spirits will not serve the ritualist for 24hrs. S: The spirit
per dot of Primal Urge. DF: Most certainly more trouble will come. S: As manifests and carries a short message (30 words or less) to the fellow
above. lodge member. It travels at roughly 200 miles per hour and will fly up to
1000 miles. The messenger approach its target openly; it will whisper the
Rite of Winter’s Anguish (**) (Harmony/ Extended [10 successes; each message in his ear without manifesting. ES: A motivated spirit will travel
roll represents 10 seconds]) The Rite adjures spirits of snow, air, and cold to 250 miles per hour.
leave the Uratha be. Performed: The subject must be completely bare to
the unkind elements. No protection that might separate him from the cold ~Lodge of Harmony~
may be had, though jewelry and fetishes that give no aid may remain on. He
must then be subject to the coldest thing possible, left out in below-zero Rite of Churned Earth (**) (Harmony/ Extended [10 successes; each
weather. Humbled before the spirits, they give their blessing. DF: For 24hrs roll represents 1 min.]) Roils the earth, forcing buried material to the top
the subject and ritualist suffer 2 times as much damage from cold. F: The and oxygenating the area of effect. This Rite also has the side effect of
subject may be on his way to hypothermia before the Rite ends. S: revealing buried secrets. This Rite does not work on earth with man-
Completely immune for 1hr per dot of the ritualist’s Primal-Urge. Magical made structures atop. Performed: In Urhan and brushing his nose
cold effects suffer a -4 to relevant dice pools. ES: Effects last for twice against the ground in a symbolic imitation of Rooting Boar, the ritualist
normal duration. digs up a bit of earth with his paws. Then shifting to Dalu and placing his
palm against the ground, he speaks an invocation to Rooting Boar to help
Subduing Hungers Rite (***) (1E or more/ Harmony/ Extended [25 cycle the earth. If the land is tainted, the ritualist cuts or bites his hand
successes; each roll represents 1 min.]) Allows a Uratha to function as if fed and lets blood drip into the ground. The rite can only be used once in a
and watered for a few extra days. Performed: Subject bites his tongue or 12hr period. DF: The ritualist suffer a -2 to all rites for the next lunar
lip, or cuts himself and licks the wound, ingesting the blood. Then he burns month. S: The ground for 1yrd per dot of the ritualist’s Harmony, in front
his feet just enough to raise light blisters. If the spirit hears him, he ceases of him, roils, and any foreign objects come to the surface. The earth
to feel urges to eat or drink. At this point, the Uratha spends 1 Essence. DF: becomes soft and loose until settles and anyone stepping in it sinks a bit
Feels hungry and thirsty and must immediately eat or fill fatigue. S: Does (-2 to Physical actions requiring agility or body coordination within this
not need to eat or drink for a number of days equal to Essence spent. After area, and if wet, -3. ES: Ritualist’s Purity rating is added to determine
the effects of the ritual dissipates, the Uratha’s body suddenly notices what area of effect.
it has been missing and should consume food and drink immediately.
~Lodge of Metal ~
Lodges: The Faithful
Rite of Corrosion (****) (Harmony/ Extended (3 successes per point of
~Lodge of Arms~ Size of target object; each represents 1 min.]) This Rite doesn’t destroy
the object, but does highlight and enhance its weaknesses. Performed:
Small handheld objects need just a ritualist, building will require an
entire pack of Uratha to howl and chant as they circle the object, attempting areas of his skin that are marked by brands of Pure Renown. The ritualist
to scare or unsettle the spirits within. Over the course of the Rite, the spirit begins to chant a litany of sacrifice and forgiveness; the scar-like spirit
and object are slowly worn away. DF: Rite will no not work again for brands become visible, glowing with a dull golden light. The ritualist
24hrs. S: If the successes equal the object’s Size x3, for the remainder of runs a fingernail across the patterns of each tattoo as he continues to
the scene, any roll made to break or destroy the object is subject to the “9 chant, anointing the brands with a mix of pure water and powdered silver.
again” rule. The spirit brands glow with silver light as they burn away from the
subject’s flesh. The process is quite painful and leaves ugly wounds on
the subject; Uratha subject to this Rite have entered Karuth if too much
Renown is scourged. When the Rite is complete, the subject heals
wounds normally, though faint traces of scars remain. A sufficient way to
remove scars is to undergo the Rite of Spirit Brand to replace old marks
with new brands of lunar devotion. DF: Any brands scourged, do not
~Lodge of Night~ return; however, the werewolf must make a Karuth roll. The ritual must
be started over for remaining brands. S: Each 5 successes equal 1
Rite of the Ghost Howl (*) (Harmony/ Instant) Serves as both a warning brand/Renown removed (and 1 lethal damage) with the ritualist
and a memoriam for fallen members. Howling long and hard, a faint “echo” determining which goes first. Once all brands are removed, the Rite is
is left in the area. Any spirit or Uratha entering the area might hear the faint considered complete and the subject makes a degeneration check at 3
ghost of a howl, conveying the message the ritemaster put into the howl. dice; the pain and change of the rite is sufficient to severely traumatizing,
“Ghost howls” are left to linger in a region to warn hostile spirits that disrupting inner balance.
Uratha protect a territory, or to warn other Uratha that highly dangerous Modifier Situation
spirits are near, and sometime it is used to mark the spot of a fallen lodge +2 Rite is performed by moonlight.
member or packmate. Performed: In Urshul, the ritualist howls a simple
message (understandable in First Tongue). The message can include identity ~Lodge of Scrolls~
and vague impression of reason the Rite was performed. DF: Echo will no
take in the region. A month must pass before he can try again. S: The howl Rite of Comprehension (***) (Harmony/ Extended [10 successes; each
lingers in the air and is imprinted in the region of Shadow until the day of roll represents 1 min.]) Allows Uratha to read or hear a foreign language
the ritualist’s death. ES: The echo never fades from the Shadow. almost as if it were his own, for a limited period. Performed: The
ritualist sits in a calm, empty space, with the volume (or person) he
~Lodge of Ruin~ wishes to understand, a small fire and collection of writing materials in
hand. In his native tongue, he writes down a secret of his own using his
Rite of the Final Sunrise (***) (Harmony/ Extended [10 successes needed; blood, and then burns the secret in fire, offering information to the
each roll represents 1 turn]) This Rite allows the ritualist and his pack to knowledge-spirits. DF: The Uratha forgets the secret he had offered up
draw strength from entropy. Any object or living being very near death or for 1 lunar month. S: Gains full literacy in written language or code he
useless is required. A machine used in this Rite must have moving parts and has chosen. The Rite won’t crack supernaturally encoded material.
require some type of outside fuel to work. During the course of the Rite, the
subject dies or shuts down permanently and a small amount of Essence is ~Lodge of Stones~
released, which can then be absorbed by the ritualist or participants.
Performed: Performed in the last moments of darkness before the sun Rite of Angry Streets (****) (1E/ Harmony/ Extended [15 successes;
rises. The ritualist stands on the western side of the subject, facing east, and each roll represents 30 min.]) The very city itself seems to turn on the
marks him or it with rust, dirt, or blood. The ritualist then changes to Urshul enemy, making even the simplest task, such as passing through a door or
or Urhan and howls to the sun until the first ray of sunlight touches the navigating the streets difficult. Doors jam and curbstones reach out to trip
target, so timing is important. The subject expires or falls apart as soon as while urban animals attack from the shadows. Performed: The ritualist
the light touches. DF: Sunlight strikes the target and rejuvenates it as walks the streets, making purposeful, physical contact with as many
Coyote laughs from somewhere in the spirit wilds. The subject will live or buildings as he can. Some rest their foreheads to the objects they’re
function for at least another day. This subject will never work as a focus for talking to, while others lay palms flat against the surfaces, or run their
this Rite. S: Subject dies or falls apart and all participants reap the benefit. fingers across, leaving angry spirits in their wake. The ritualist whispers
Living beings give Essence equal to their max Health. Machines provide of the enemy they face and of the harm they will do to the city and to
Essence based on complexity: every animal he howls of coming predators. He must spend 30 minutes
Machine Essence Reward per area the size of a city block. This rite cannot be performed more than
Gun 1 once a lunar month without offending city spirits. DF: Ritualist is -2
Computer 3 socially with any city spirit or Rite within the city for a lunar month. S:
Car 5 One target or a multiple of targets (1 per point of Harmony) are bound
together by spiritual ties. For 24hrs, an area of the city, up to one block
~Lodge of Salvation~ per point of Harmony, will become hostile to the named targets. The
targets suffer a -2 penalty to all rolls that would ordinarily be subject to
Rite of the Moon’s Veil (***) (1E or more/ Harmony/ Extended [15 distraction penalties while within the area, as the city interferes subtly
successes; each roll represents 1 min.]) This Rite allows the ritualist to with their actions. Nominated blocks must be adjoining. ES: The penalty
temporarily hide the subject from the Pure Tribes, masking him from any is raised to -3.
supernatural attempts made by the Pure or their spirit allies. This Rite
doesn’t work on targets with Auspices. Performed: The ritualist embraces ~Lodge of Wendigo~
the target as if to shield him, and softly sings a chant to Luna and her
spirits, asking for her to return a wayward child. DF: Cannot be performed Rite of Blood’s Revelation (*) (Harmony contested by victim’s Resolve
on target again. S: Any supernatural attempt to detect the subject made by + PU/ Instant and contested) Rips memories from a victim’s mind and
werewolf or spirit is at -4 dice. Last for 24hrs, plus an additional 24hrs for lets the ritualist recall events as they happened to the victim. The ritualist
each Essence beyond the first spent. ES: Blessing increases to a -6 penalty has no control over which memories are stolen which end up being a
to detect. clashing mixture of recent events and long-buried recollections. Few
victims forget those memories taken. Performed: The ritualist must
Rite of the Silver Scar (*****) (Harmony/ Extended [5 successes per dot swallow some of he subject’s blood within 24hrs. Then meditating on the
of Renown to be removed; each roll represents 1 min.]) Removes Renown act of consumption, he unlocks the secrets of the victim’s life. DF: A
from a willing recipient, in effect re-baptizing him and preparing him to flash of own memories leaves the ritualist disorientated for the 12hrs
begin walking the path of Lunes. Without this Rite, a former Pure cannot gaining a -2 to all actions. S: Accesses a store of subject’s memories,
join the Tribes of the Moon; at best, he becomes a Ghost Wolf without an which flow within the ritualist’s mind. Though aware that the events
Auspice. Performed: Subject exposes himself to the open sky, baring any never happened to him, the ritualist may be confused at first. ES: The
ritualist remembers subject’s memories that immediately relate to certain Eyes of the City (****) (Harmony vs. subject’s Resolve/ Instant) Might
factors that interest him. be used to divine locations of hated enemies or eavesdrop on dealings of
a loved one or contact. The images and sounds replace the user’s own
Rite of Forbidden Flesh (***) (Harmony/ Instant) Cannibalizing a victim, senses and only revert back to normal when the rite fails or the user
the Wendigo can take their enemies’ power – be it intellectual or physical. speaks a word of severance. The rite fails to function if used on
The ritual is clearly unacceptable within the Forsaken culture. Performed: supernatural creatures such as Ridden, vampires, mages and ghosts,
Swallowing a mouthful of their victim’s body within an hour, the ritualist though the rite works on wolf-blooded, acolytes and ghouls. Performed:
meditates upon the act and beseeches the lodge totem for health and The ritualist gathers 1 or more items related to the subject of the rite and
strength. DF: The ritualist automatically loses 1 Harmony from guilt and howls to the spirit of the city, pleading to be allowed to share the mortal’s
corruption of the deed. S: For 1hr the ritualist gains +1 Health and +1 senses. When the city-spirit establishes the link, the user speaks a First
strength. ES: The effect lasts for 4hrs. Tongue work of breaking that will sever the contact when desired;
otherwise, it lasts for a number of hours equal to user’s Harmony. DF:
~Lodge of Winter~ Unable to use the rite upon the subject for 1 month. S: The ritualist loses
his sense of sight and sound which is replaced by those of the target. He
Blinding the Eye (****) (Harmony/ Extended [5 successes; each roll hears and sees everything the subject experiences, though lacking control
represents 1 min.]) Used to strike enemies blind. Performed: Having an over the target. ES: Lasts for Harmony x2hrs.
item with a sympathetic link to the victim (the closer to the eyes the better, Modifier Situation
like an eyelash), the ritualist lets his blood fall on the focus as he chants the -2 Subject doesn’t live in the city.
formal curse in the First Tongue. DF: The curse backfires and the user is +1 Subject is wolf-blooded.
blind for 10 minutes. S: The target rolls Resolve + PU – the ritualist’s +1 Subject is well-known to the ritualist.
successes; failure indicates that the target is blind for 1 minute per success; +1 Ritualist born in the city.
his vision becomes a blood-red haze that deepens to pitch black. Humans +1 Ritualist lived in city for entire life.
are more susceptible to this rite and lose their vision for 1hr per success. +1 Ritualist possesses image of the subject.
ES: 1hr per success (instead of 1 min.) and humans are permanently blind. +2 Ritualist possesses item of the subject.
Modifier Situation +3 Ritualist possesses body part of subject.
+1 Sympathetic material is vision-related.
+1 Sympathetic material is part of target’s body. Blood Ogham (*) (1E/ Harmony/ Instant) Using runic-style language,
-1 Sympathetic material is not a part of the target’s body. the rite marks the boundaries of territories that is immediately recognized
by Uratha and wolf-blooded, but undetectable by mortals. Uratha seeing
Rite of the Alpha’s Blessing (****) (Harmony/ Extended [10 successes per Blood Ogham know that they are trespassing on another pack’s territory.
recipient; each roll represents 1 min.]) The rite offers power for power to Performed: The Uratha carves the Ogham runes for his pack’s name and
those who are willing participants. Performed: Willing participants must hunting ground into a solid surface. As he performs the rite, he repeats,
gather before the ritemaster in a fashion that demonstrates their willingness “The Herd Must Not Know,” in First Tongue, until the runes are
to obey (submissive posture). The ritualist anoints each subject with his completed. Afterwards, a few drops of his blood onto the runes.
own blood and asks repeated oaths of loyalty from the recipients in First Thereafter appearing as a bleeding symbol gouged into the surface. DF:
Tongue – such as, “should I ask it, you will give me food” and “should I ask Rite fails and may not be used for another week. S: Uratha and wolf-
it, you will kill.” Each must respond, “ha sehah” – “I obey.” At the blooded instinctively understand the meaning of the markings. Mortals
completion of the rite the ritualist must give the subjects at least one and supernatural creatures can never see the blood on the signs and are
command to prove to the spirits that the recipients will obey. DF: The unable to make out the meaning as other than nonsensical graffiti. ES:
spirits lash out and all who participated take 1 aggravated damage. S: Each The runes continue to bleed over time.
recipient receives a +1 to Wits and Resolve rolls for 24hrs or until one of
the recipients disobeys the ritualist’s orders. Only he who disobeyed loses Rite of the Final Howl (*) (1E/ Harmony/ Instant)A last ditch attempt to
the boon of the rite, though the ritemaster may not know of the send a message for help. Performed: The Uratha bites his tongue hard
disobedience. enough to bleed, and swills the blood around his mouth for a turn. The
Modifier Situation following turn, he roars out a single, long howl to the sky, containing
-1 Per recipient with a higher Renown than the ritualist. rough details of his location, with an emotional undercurrent of
impending doom. A gravely serious rite few, even rival Uratha, would
~Lodge of the Feast~ ignore. DF: The user chokes on the blood for 1 turn. S: The howl carries
for 5 miles per success. Although, the roar does not reach the ears of
Communion of the Flesh (**) (Harmony/ Extended [10 successes; each mortals beyond natural hearing, all Uratha within the radius hear the
roll represents 1 min.]) Though the lodge see themselves as the keepers of howl both in the physical and Shadow Realm.
this rite, it can be found by those who look for it. The rite doesn’t enable
werewolves to eat human or wolf flesh with impunity; the rite makes the Beseech the Mother (**) (Harmony/ Instant) Used upon a Cahalith to
experience more “filling.” Performed: A series of ritual blessings are made insight more sleep-vision beyond the first. This rite can be used as many
before beginning a meal of human or wolf-flesh, usually performed in First times as the Cahalith desires, though each successive attempt after the
Tongue. The culmination of the rite requires anointing the centerpiece of first a -2 penalty to the dice pool. Performed: The user spends 1hr in
the meal with salt and a small amount of alcoholic libation. Traditionally, silent reverence to Mother Moon, looking up at her face in an unclouded
this rite is performed at night. DF: The meal cannot be blessed and the rite night sky. If the moon is covered at any point, the rite fails. Afterwards,
cannot be invoked for 24hrs. S: Those who eat the meal, regain 1 Essence the user, in his own words, composes a short poetic verse honoring each
and +1 to Stamina and Resolve rolls for 24hrs; however, they must make a of the Lune choirs. He then attempts to sleep under Luna’s gaze, for
degeneration check, if their Harmony is sufficiently high to demand it. ES: which the moon can be obscured. DF: Offended, Luna does not garner
Bonus to Stamina and Resolve are +2. prophetic dreams for an entire month. S: The Cahalith receives a
Modifier Situation prophetic dream. ES: Luna blesses her child for seeking her wisdom and
+1 Rite takes place at night does no suffer the -2 penalty for the next time the ritual is used.
+1 Three or more participants
-1 Performed in human tongue Rite of the Cairn Stones (**) (1E/ Harmony [+1 per additional howler
-1 Performed under sunlight after the ritualist]/ Instant) A rite to honor the fallen Uratha. Performed:
The packmembers cover the body of a dead friend with stones, gathered
from their hunting grounds, and build a cairn over the Uratha’s remains.
Shadows of the UK It is inappropriate to perform over an already buried packmate, for
These rites are found and used primarily within the British Isles. which, a single stone is placed over the gravesite and pushed into the
~Lodge of London~ soil. Each member changes to wolf and howls a single emotion to the
night – whichever emotion the Uratha feels toward the departed at the
time. The ritemaster, after his packmates howls fade, howls himself to
beseech a spirit of memory to recall forever the cries of the bereaved. DF:
The ritemaster may never perform the ritual upon the fallen again as no
memory-spirit pays attention. S: In the Shadow, around the grave, a distant
sound of howling will always be heard. Uratha that listen carefully will hear
and recognize the emotions that drove those howls, and will understand the
howl calling for remembrance of a packmate’s death. ES: Upon the
anniversary of the dead packmate, the howls can be heard faintly within the
physical world.