Auctoritas Ritae War Party and Wild Hunt
Source: https://vamp.bynightstudios.com/vampire/library/auctoritasritaewarpartyandwildhuntsabbat
The War Party
This powerful ritual confers Caine's blessing upon multiple packs for the purpose of hunting a specific, named enemy of the sect, with the intention of drinking her soul and strengthening the Sabbat. If the War Party does not bring death to that enemy, those involved will suffer great shame. If they are successful, the rewards include sect status, diablerie, and the benefits of infamy.
The effects of a War Party last until the next sunrise. Once the War Party ritus has been successfully performed, the packs cannot turn from their purpose, even if they cannot find their target or there is no hope of victory. In such cases, the packs will literally drive themselves to death, throwing away their lives in increasingly desperate attempts to reach
their victim or succeed against impossible odds.
The vampire who successfully kills the War Party's target (whether or not she diablerizes the victim) gains the fleeting status trait Triumphant.
This ritual cannot be used against True Sabbat.
System:
A Priest can cast War Party on up to 15 vampires, and she cannot perform this ritus more than once per night. During the War Party, those participating in the ritual can choose to gain 1 Beast trait in order to receive a +1 wild card bonus for any challenge that actively pursues or attacks the specific target of the War Party. A character may make this exchange up to five times during the War Party. There is no degeneration test for this gain of Beast traits, and a character cannot avoid the gain through any means. All other aspects of Morality loss apply.
When used on a challenge, each +1 bonus is expended and cannot be regained. You may use more than one +1 bonus on a single challenge, but the bonus must be declared before the test is attempted. For example, you may choose to use the +1 bonus in five separate challenges, all five +1 bonuses in a single challenge, or any combination between, so long as you do not expend more wild card bonuses than were granted by the ritual. As the evening goes by, the vampire's Beast grows stronger, pushing her to more and more rash acts in its desperation to reach the quarry. Storytellers should encourage players to portray this, and act more and more reckless as sunrise draws near.
System Rules
The Wild Hunt
Like the War Party, this ritual confers Caine's blessing upon multiple packs for the purpose of hunting a specific, named individual: in this case, a traitor to the sect. This rite cannot be used to target someone who is not a member of the Sabbat, and it can only be performed against someone who has betrayed the sect in a tangible manner.
Although any Initiated member of the sect may participate in a Wild Hunt, the ritus can only be performed by an Archbishop, Cardinal, or the Regent. By the dictates of the ritus, the clergy must light 13 black candles and publically announce the Banns of the Hunt (a complete list of charges against the accused) and a location. The accused individual has three nights to face her accuser and answer the charges; during each night, the 13 black candles are lit again,
continuing the opening practices of this ritus.
If the rebuttal is sufficient, the accuser must commute the Wild Hunt into an appropriate Rite of Contrition (or no punishment, if the accused is innocent). If the rebuttal is inadequate, then the accused has the final option of challenging her accuser to Monomacy. If she does not, or if the accused does not come to answer the charges within three nights, then the accuser blows out each of the black candles and casts the remainder of the Wild Hunt ritus.
To be very clear, there is a big difference between "False Sabbat" (which implies the possibility of redemption) and "traitor" (which doesn't). A vampire who fails a Rite of Contrition, fails in her duty, or performs some other minor crime, might be uninitiated and refused the Creation Rites for a year and a day. A vampire who betrays the Sword of Caine, reveals sect secrets (even to revenants or ghouls), or flees the Sabbat for another sect is a traitor, and she will be hunted and destroyed with extreme prejudice.
System:
An individual who has been Wild Hunted gains a mystical, ever-bleeding scar upon her flesh, which identifies her as a traitor to the Sword of Caine. The mark may appear on the target's forehead, chest, the back of the neck, or the palm of a hand at the Storyteller's discretion. The vampire will bear this wound until her Final Death or until she is pardoned โ an act which can only be done by the Regent of the sect. At the moment this rite is formally completed (only after all evidence has been presented and treason is confirmed, or after
three nights if the accused does not present herself), the target loses all status and position in the sect, cannot benefit from any Sabbat ritae, and all vinculums to her are immediately broken โ although vinculums she has toward others still remain.
You must have the Sabbat status Sacrosanct or Glorious to initiate this ritual.
Source Book: MET - VTM - Core Book