Red Talons · Werewolf

gwi4zd

The ritemaster then howls to the heavens, calling down blessings from Gaia, the pack‘s totem and Rorg, the ManyTaloned Hunter upon the Winter Pack. The Pack must then venture to the nearest human settlement and stalk and kill one human each (although they may act in concert to slay a group of humans). Afterward, they howl the Anthem of War in concert, and begin to execute whatever plan they have been given. System: The ritemaster performs the aforementioned ceremony, and the player rolls Charisma + Rituals (difficulty 7). Ifthe roll succeeds, the Winter Pack hasonly tocomplete their first hunt (as described above) to complete the ritual. If they complete this hunt before sunrise, they each gain three temporary Glory and three temporary Honor. MET: After the above ceremony is performed, the ritemaster makes a Social Challenge (retest withRituals). If the challenge is successful, the Winter Pack need only complete their first hunt and the ritual is accomplished. If the hunt is finished before dawn, each pack member gains three temporary Glory and three temporary Honor. &&rnZ& R ? f D f i - Level Two This rite, a rite that the Talons don’t mind teaching to other tribes, is commonly performed by a Red Talon Galliard when a sept suffers a setback. The sept gathers at the caem’s heart and the Galliard begins the rite by recounting the sept’s recent defeats. The Talons believe in facing their difficulties realistically, and it is considered proper to allow the ritemaster to finish before the next phase of the rite begins. When the ritemaster finishes his howl, the other Garou begin their own cries. The Talons howl of hope and of possibility, beginning with whichever of them has the most hope to offer. As the howlscontinue, others join in, until eventually the entire sept stands together, howling their defiance to the sky, their spirits rekindled. System: The player rolls Charisma + Rituals (difficulty 7); her character finishes her song ofwoe. If successful, the other Talons take up the howl, and all Garou present regain one point of temporary Willpower. If the roll is a botch, no one feels hopeful enough to begin the rite, and everyone present loses apoint of Willpower (the ritemaster also loses a point of temporary Wisdom). MET: Make a Social Challenge (retest with Rituals). With success, all the Talons take up the howl and all Garou present regain a Willpower Trait. If the ritemaster loses the challenge, make two Simple Tests. If one test is lost, the rite simply doesn’t work. If both tests are lost, no one feels hopeful enough to keep up the rite, and everyone present loses a Willpower Trait, plus the ritemaster loses a Wisdom Renown. Chtapfer Three: Bohes rnffdv&&q0lW!4Bwmfi Level Two While Red Talons do not normally have any truck with the restless souls of dead humans, they do manage to create a fair number of ghosts. Human ghosts are capable of doing a great deal of harm to a Red Talon sept, should they put their vengeful minds to it. Leading enemies to the heart of the caem, fiightening prey animals away from hunting Red Talons, and generally disrupting the harmony of the area with their very presence are all possibilities. The RedTalonsdeveloped (or learned from the Silent Striders, depending on whom one asks) this rite to drive off or forbid a human ghost from entering the bawn of a caem. Performing the Warding the Lingering Human rite requires the ritemaster to have a piece of the human’s body or something that he touched in life (if this object was important to him, the rite works even more effectively). The Talon must then stand behind the object with his back to the caem and snarl, howl and bristle at the object. After a few moments, the Talon grabs the object in his teeth and shakes it until it falls to pieces. The ghost is thereafter forbidden to enter the bawn of the caem without expending a great deal of energy. System: The Talon must perform the rite as described above. The player rolls Manipulation + Rituals. The difficulty is usually equal to the ghost’s Willpower, but if the Talon uses an object important to the ghost in the rite, the difficulty drops by two. If the roll succeeds, the ghost cannot enter the bawn of the caem without spending one point of Willpower for each success the player achieved on the roll each day (so if the player rolls three successes, the ghost must spend three Willpower for each day she wishes to remain within the bawn). Note that this rite has no effect on the walking dead or on any other kind of spirit. MET: The Talon performs the rite, then makes a Static Social Challenge (difficulty of the wraith’s Willpower, but this is reduced by two if the ritemaster uses something important to the ghost, such as aFetter). With success, the ghost cannot enter the bawn without spending a Willpower (or two if a Fetter or something important from its life was used) each day. This rite has no effect on Risen, other walking dead or spirits other thanwraiths. R ? gwi&4zd Level Two The rite is the province of the Dying Cubs camp. It allows the Garou to use the pain of a dying human (or Garou, in theory) to feed and heal the land. The Dying Cubs cannot say where they learned this rite; every sept that knows it seems to have learned it from a visiting Talon, but no one can trace the rite back to its origin. The ritemaster and any other Garou that participate bind and torture the victim for as long as they wish. The longer the victim remains alive and in pain, the more potent the rite. The Garou may use any means of inflicting pain they wish, and may even heal the victim to prolong his agony provided the victim always suffers from one health level of damage (if the victim is ever fully healed, the rite fails). When the victim can bear no more and finally expires, the rite master spills the victim’s blood on the ground to replenish the land. Wyrm-taint is burned away and even the touch of the Weaver weakens somewhat. System: Any characters involved in this rite lose one point of temporary Honor for torturing a helpless victim (the Dying Cubs usually don’t care). Any player whose character participates in the torture of the victim must roll Wits + Intimidation at a difficulty of the victim’s Willpower in an extended, resisted test against the victim’s Willpower (difficulty 8). Each turn, if the torturer has more successes than the victim does, the victim loses a temporary Willpower point. If the torturer and the victim are even or if the victim has more successes, the victim does not lose Willpower. The Storyteller must decide based on what kind of torture is being employed how often the victim takes damage. The torturers can keep building the rite until the victim runs out of Willpower and health levels. When the torturers have extracted all that they can from the victim (i.e., said victim runs out of Willpower and/or dies) the ritemaster rolls Wits + Rituals (difficulty 7). For a 20-foot radius per point of Willpower and health levels taken from the victim, the area is cleansed of Wyrm-taint (as if the Rite of Cleansing had bee performed). Also, the Gauntlet in that area drops by two (to no lower than three) for one full month. MET: Torturing a helpless victim means the loss of a temporary Honor for each participant (and possibly more if they’re found out by other Garou). Torture involves making a Static Mental Challenge against the victim’s Willpower (retest with Intimidation) to break his spirit, plus inflicting wounds. The Storyteller decides how many level of damage (and what kind) are being inflicted with the particular tortures used. The rite can build until the victim runs out of Willpower and health levels. When the victim is sufficiently spent (runs out of Willpower and/or dies), the ritemaster makes a standard rites challenge. Success means that a 20-foot radius per Willpower Trait and health level taken from the victim cleanses the area of Wyrm-taint, and reduces the area Gauntlet rating by two (to no lower than 3) for one month. As per the sidebar, the rite is almost certainly not Gaian, the area’s cleansing is superficial, and any spiritual guardians will ignore subsequent attacks by Wyrm-creatures. S?%%%F+Y Level Three Similar to the Rite of Weeping for a Vision (see the Werewolf Players Guide), this rite allows the Red Talon to ask Gaia for a glimpse of things to come. Talons of all auspices learn this rite, but the Theurges are normally the only ones who use it more than once. The Red Talon must go somewhere that she will not be disturbed. She must then find something that holds her attention; the movements of clouds in the sky, a parade of antsmarchingtotheirhome, theswirling ofrunningwater any of these will do. The supplicant simply allows her mind to unfocus and waits for the vision from Gaia. The vision thus granted may be helpful and might well grant the Red Talon some insight into an immediate problem. However, Red Talon “history” is fraught with tales of Talons who have foreseen events such as nuclear blasts, the War of Rage, the War of Tears, and battles that might or might not be the Apocalypse itself - and simply haven’t beenable to interpret the visions in time. While nearly every Master of the Rite at a Red Talon caern knows the Rite of Prophecy, they rarely use it. To know the truth, but not what the truth means is more painful than most Garou can bear. System: The player rolls Willpower (difficulty 7) to focus the character’s attention, and then rolls Wits + Rituals (difficulty 7) to begin the vision. The vision is left entirely in the Storyteller’s hands, but it is recommended that the more Pure Breed the character possesses, the more likely she will see a vision pertaining to the tribe (or the GarouNation) as a whole rather than her or her pack. MET: Make a Willpower Challenge to focus attention, then make a Mental Challenge (retest with Rituals). The resulting vision is up to the Storyteller. L%?-?&g&AdMMah As the reader has likely guessed, the Rite of Feeding the Land is probably not Gaian in origin. Every time the rite is performed on a given area, the area is cleansed superficially, but if the Wyrm’s minions ever do decide to attack, any spiritual guardians in the area will ignore the attackers. The exact origins of the Rite of Feeding the Land and what manifestation of the Wyrm, if any, is responsible for it, as well as to what degree the Dying Cubs have been corrupted, are in the hands of the Storyteller. Note that “not at all” is a possible response - Gaia is just as often cruel as she is kind. The bodies of those unjustly slain feed the ground as well as true enemies of Gaia. The Dying Cubs might be unknowingly serving the Wyrm or they might have discovered an effective, if unpleasant, way to cleanse the land. Again, this is left to the Storyteller’s discretion.

gwi4zd | Werewolf Lore · One World of Darkness