Rite is a term used by the Fera to describe rituals and celebrations that form and reinforce the spiritual and social ties that bind their society and the Umbral Realm.
Overview[]
A rite is a ceremony or ritual that spirits give to a Garou which allows them to exert their own will onto the world to do something beyond their normal abilities. It is because of the fact that Garou are part spirit that allows the rites to function.
These rites may be as simple as the Get of Fenris gathering for departed, in which they perform a special funeral where the body is burned along with the deceased's possessions; during the rite, the Get ask the Valkyries to speed them to the afterlife. More complicated are rites such as the Rite of Caern Building in which an army of Garou attempt to create a sacred wellspring of Gnosis while the Wyrm's agents send wave after wave of enemies against them.
Known Rites[]
There are several different types of rites. These are the general rites, not specific to any individual tribe. A religious/magical connotation and connection exists here, serving ends of social and mystical purposes. Rites are capable of being performed in the Realm (physical world) or the Umbra (spirit world.) There are differing levels of rites, ranging from one (1) through five (5), each level reflecting the complexity of the rite, thus increasing the skill of the ritesmaster needed to perform it. There are several categories, listed below.
Accord[]
Rites of Accord are designed to bring harmony and/or balance to a Garou to Gaia. Purification and renewal by bringing the target of the ritual through a symbolic rebirth from Gaia's womb.
A full list of Rites of Accord can be found here.
Caern[]
Caern Rites are designed to provide defense, renewal, and opening of Gaia's sacred places. If these didn't exist, her Great Warriors (Garou) would lose their ferocity in battle and tire of war.
A full list of Caern Rites can be found here.
Death[]
Death may be a source of fear for many; however, true warriors of Gaia need not fear knowing that they die protecting the Great Mother in the endless struggle against the Wyrm. The circle of life continues: you're born, you fulfill your duty to Gaia, you die, you are reborn once more.
A full list of Death Rites can be found here.
Mystic[]
Mystic Rites put a Garou into direct contact with Umbral or spiritual beings. These can be performed solo.
A full list of Mystic Rites can be found here.
Punishment[]
Punishment Rites have been known to levy the sanction of the tribe or Sept against a werewolf who has transgressed. The Garou are strengthened by establishing clear limits on acceptable behavior, and the more participation in these punishments by other Garou, the stronger the commitment to the pack over the individual.
A full list of Punishment Rites can be found here.
Renown[]
Rites of Renown celebrate accomplishments of individuals and achievement of new stations within the pack or sept, a longing to receive such rites much as they fear those of punishment.
A full list of Rites of Renown can be found here.
Seasonal Rites[]
Seasonal rituals are celebrated differently from tribe to tribe and from place to place. Some celebrate the solstices and equinoxes; others perform them at least once per moon and renew Gaia's connection to the Garou.
A full list of Seasonal Rites can be found here.
Minor Rites[]
Minor rites are half the cost of the normal rites: a Garou character can learn 2 for the price of 1. Werewolves who practice these regularly gain a small benefit for 24 hours, or find it easier to achieve certain goals.
Anyone can learn the rite if they find a teacher; though usually auspice determines the ones they are expected to learn.
A full list of Minor Rites can be found here.
Version Differences[]
First Edition and GURPS[]
Rites had no categories in either First Edition or GURPS, other than ones titled as "New Rites" in various First Edition sourcebooks.
The following Changing Breeds have access to Rites: Bastet, Corax, Garou, Gurahl, Mokolé, Nuwisha and Ratkin. Since the GURPS Werewolf: The Apocalypse Companion was a cancelled sourcebook, the other Changing Breed Rites from the Werewolf Players Guide were never converted to that system.
First Edition[]
To learn Rites, one needs a Rituals score (Background) of at least the level of the Rite.
Rites are generally group affairs led by one individual.
Rites must be learned from tribal elders in order to be gained, and usually these elders will not teach them without being given a certain number of talens or having a favor performed for them.
Rites are usually involved affairs requiring great concentration and skill. Rites take 10 minutes to cast for each level of difficulty. The Rites usually involve some sort of trinkets or special materials to cast (unless they are performed within the spirit world). Each Rite has very different casting requirements.
Enacting a Rite: Every Rite has a leader of some sort, someone who knows the Rite and is not afraid to enact it. This individual must make a Charisma + Rituals roll, with a variable difficulty depending on the circumstances.
Learning a Rite: In order to learn a Rite, a Garou must have a Rituals score at least equal to the Rite she wishes to learn. The Garou must then spend a month with the elder who knows the Rite; at the end of that time, the Garou must roll Intelligence + Rituals against a difficulty of 6. The number of successes needed is equal to the level of the Rite.
Unlearned Rites: Characters can attempt to enact a ritual which they have taken a part in but do not know, but they have little chance of success. The character has a -3 penalty on their roll, and must spend triple the normal amount of Gnosis points in order to achieve any effects whatsoever.
GURPS[]
Each social rite is a separate Mental/Easy skill (think of them as specialized cases of Savoir-Faire). All rites have History (Garou) and Theology (Garou) as prerequisites.
The rites known by the Garou should be taken at a skill level equal to that determined by his Rituals rating or his IQ, whichever is greater.
Any rites that are not magical (and are Mental/Easy skills) are noted as "Social." Those that are ceremonial magic spells are given full descriptions. Some are both, and are noted as "Special." Every rite is common to all tribes; there are no "secret" rites, unless the GM wishes to restrict some.
Rites
Rites are rituals by which the Garou mark special occasions, and in some cases, rites are ceremonial magical spells. All magical rites, and most other rites, are multiperson affairs, and usually require at least 2 persons to perform. Whether or not they are actively magical, they have religious and mystical connotations, and have extensive social components.
In all cases, a rite must be led by an individual. When magic rules from the GURPS Basic Set, Third Edition, except that all casting is done with Gnosis rather than Fatigue. When the rite is a social event, all participants roll against their skill in the rite, but unless there is a critical failure (which indicates a grave disruption of the ceremony by a faux-pas on the part of that character), only the leader's roll determines the success or failure of the rite.
Each rite is a separate skill. Those which are purely social are Mental/Easy; they are, in effect, a specialized form of the Savoir-Faire skill, defaulting to IQ-4. Those which are actual spells are, of course, Mental/Hard or Mental/Very Hard skills. Rituals must be learned from tribal elders, and usually they will not be taught unless the prospective student has shown great promise, or has paid the elder, either in fetishes or talens, or by performing a favor for him.
Regardless of whether or not a rite is a spell-casting, it may be performed only at a caern or other mystically-charged spot, or it may be performed in the Umbra. All rites, magical or not, take 10 minutes per level to enact.
Rite Prerequisites
In order to thoroughly learn a rite (instead of relying upon his default), a character must have History (Garou) and Theology (Garou), both at a certain minimum level. As the complexity (level) of the rite to be learned increases, so does the minimum level in these prerequisite skills:
Rite Level | Prerequisite Level |
---|---|
1 | 10 |
2 | 12 |
3 | 14 |
4 | 16 |
5 | 18 |
Lower levels of rites are not required to learn higher levels; it is entirely possible to know one fourth-level rite and no others, as long as the character has at least a 16 skill in both prerequisite skills.
Spell-rites include a listing of other prerequisites; these are not required for Garou, but are presented for those non-Garou who might learn them or duplicate them through independent research. Prerequisites listed with a dagger are spells found in GURPS Magic. If the GM is not using any of those spells, he can ignore these prerequisites or set his own.
Second Edition and Mind's Eye Theatre[]
Rites have now been given the following categories: Rites of Accord, Caern, Death, Minor, Mystic, Punishment, Renown and Seasonal. There are also a few odd outlier categories such as the Silver Fang Honor Rite and the Stargazer Mantras.
One needs a Rituals Knowledge Ability at least equal to the level of a given rite in order to learn it at all. While the Rites Background describes how many rites the character knows. Note: Two Minor Rites can be purchased in place of one Level One rite, and so on.
Mind's Eye Theater has its own leveling system, so Level 1 and 2 Rites are "Basic," Level 3 and 4 Rites are "Intermediate," and Level 5 and some Level 4 Rites are "Advanced."
The following Changing Breeds have access to Rites: Ananasi, Bastet, Corax, Garou, Gurahl, Kitsune, Mokolé, Nagah, Nuwisha, Ratkin and Rokea. Ananasi and Bastet also have unique rite categories, these include: First, Triumvirate, Viskr, Kuasha, Moon, Need and Taghairm.
Second Edition[]
Rites are the outward forms of the Garou's rituals and celebrations. Rites form and reinforce the spiritual and social ties binding the Garou to each other and to Gaia herself. The common bond formed by rites resonates in the souls of all Garou. Many Theurges and most Stargazers maintain that without the continuous practice of such rites, the Garou would lose their ties to Gaia Herself. In so doing, the Theurges and Stargazers warn, the Garou may become something less than their true selves, perhaps even devolving into simple wolves and humans instead of Gaia's chosen.
Through rites, Garou weave the social, emotional and religious fabric connecting Garou to Garou, pack to pack, and tribe to tribe. When Silver Fang meets Black Fury or Stargazer meets Glass Walker, the rites of their ancestors allow common ground where all know how to tread. Many a meeting between Garou of differing tribes and packs has been saved from devolving into mere dominance games or worse by the use of a Rite of Contrition to ease communication.
Rites also allow tribes and packs the freedom to define themselves and to develop their unique roles in Gaia's defense. Tribes, and many individual septs, have their own rites and their own versions of common rites. The raucous, howling debauchery of the Fianna's Rite of Spirit Awakening has little external similarity to the Shadow Lords' dark and brooding rite of the same name. Yet the essence and purpose of the two rites are the same.
Types of Rites
As stated above, rites have both religious and magical connotations, and serve both social and mystical purposes. Most rites can be enacted in either the Umbra or the mundane world. Rites may be grouped into categories defined by the purpose each type of rite serves for the Garou and for Gaia. The most common types are: Accord, Caern, Death, Mystic, Punishment, Renown, Seasonal and Minor Rites. Unless an individual rite states differently, all basic requirements given for that type must be fulfilled in order to perform a rite successfully.
Description and requirements for each type are listed, along with common rites of that type.
A Garou is free to learn any type of rite so long as she can find someone to teach it to her. However, auspice usually determines the rites a Garou is expected to learn (see Auspice Roles).
Enacting a Rite
Rites are generally group affairs led by an individual known as the ritemaster, though certain Minor Rites and Mystic Rites may be conducted by a solitary Garou. Most rites require the presence of at least three Garou.
Rites usually require great concentration and skill on the part of the celebrant. A rite takes 10 minutes to enact. Rites almost always require some form of trinket or special material. The general requirements for particular categories of rites are detailed above.
It is the responsibility of the ritemaster to ensure that all the requirements of the rite are met and that all Garou present participate fully in the rite. The ritemaster must then roll to determine the success of the rite. The exact nature and difficulty of the roll vary with each rite. Storytellers may decrease the difficulty of a roll if the ritemaster and participating Garou perform (roleplay) the rite particularly well.
For every five Garou beyond the base number required who are present and contributing Gnosis at the rite (in addition to the ritemaster), the difficulty level of the rite decreases by one.
Some rites require the expenditure of Gnosis, although many do not. Unlike Gifts, rites are considered to be a natural way of affecting the natural order. Garou believe that if a rite is performed properly, the effect will naturally occur, just as with any scientific theory of cause and effect. If you drop a rock, it will fall; if you correctly perform a rite as it was handed down to you by your ancestor's ancestors, then the desired effect will occur. However, some rites do require Gnosis; these rites are particularly powerful breaches of the natural order.
Learning a Rite
The tribal elders who teach rites were themselves taught by their elders, who were taught by their elders, and so on back through the ages. In order to gain the knowledge (and tacit permission) to perform a rite, a young Garou must approach an elder who possesses such knowledge. In the vast majority of cases, the elder will demand payment (in form of talens) from the young whelp in question; the number of talens required varies with the amount of teaching needed (level of the rite) and the elder's opinion of the cub (comparative Rank and roleplaying). Elders will often allow the young Garou to do a favor instead of, or in addition to, donating talens. Such favors may range from providing the elder with fresh rabbit meat and caviar for three moons to tracking down an old enemy of the elder's and tearing out his throat. In any event, the favor asked is normally proportionate to the power and importance of the rite the young Garou wishes to master.
Learning a rite is an extended action. A Garou must have a Rituals Knowledge at least equal to the level of the rite she wishes to learn, and must spend time - at least one week per level of the rite she wishes to learn (three days for Minor Rites) - with the elder who knows the rite. The Garou must roll Intelligence + Rituals (difficulty of 10 minus Intelligence). The number of successes required equals the level of the rite. One roll may be made per period of teaching (one week for a Level One rite, three weeks for a Level Three rite, etc.). If the student fails a roll, she must spend a Willpower point to continue her studies. If she spend a Willpower point to continue her studies. If she botches a roll, she is not yet ready to learn the knowledge she seeks; she must wait at least three turnings of the moon, or until she has more life experience, to try again.
A character can begin the game with knowledge of rites by purchasing the Rites Background. Subsequently, however, rites can be learned only through roleplaying; they may not be purchased with experience points.
Unlearned Rites
A Character can attempt to enact a rite in which he has previously taken part, but which he does not know. Needless to say, he has little chance of success/ The difficulty is three higher than normal, and he must spend double the amount of Gnosis points (if any are required). In addition, elder Garou often see such an attempt as impertinent or even sacrilegious. Attempting an unlearned rite in the presence of an elder may decrease the Garou's Honor or Wisdom in the eyes of his tribe.
Auspice Roles
Not all Garou have a natural affinity for leading the Great Rites. Many are content to know some Minor Rites and a smattering of rites most significant in their own eyes. In fact, Garou traditionally view werewolves born under certain auspices as the rightful ritemasters of the tribes. In particular, Theurges and Philodox are groomed for such positions from the time they first enter the sept as adolescent cubs. It is almost unheard of for a Garou of either auspice not to have at least some skill in the enactment of rites. In general, Theurges tend to learn Mystic Rites, Seasonal Rites, and Caern Rites, while Philodox traditionally learn Rites of Accord and Rites of Punishment.
This is not to say that Garou of all auspices do not learn rites, or occasionally lead rites. Galliards are likely to lead Rites of Death and Renown. Ragabash and Ahroun may also learn and enact rites, although the sept is unlikely to encourage such behavior unless there is a particular reason for such a Garou to lead a rite. For example, an Ahroun might lead his war party in a Rite of Wounding after a cub's first battle. It is wise to remember that individual packs are often (but not always) more flexible when interpreting such traditions, being more concerned with which packmate will best carry out a rite than with following every musty old tradition. Any Garou can learn a Mystic Rite, regardless of auspice.
Rites Chart
Type | Roll | Difficulty |
---|---|---|
Accord | Charisma + Rituals | 7 |
Caern | varies | 7 |
Death | Charisma + Rituals | 8 - Rank |
Mystic | Wits + Rituals | 7 |
Punishment | Charisma + Rituals | 7 |
Renown | Charisma + Rituals | 6 |
Seasonal | Stamina + Rituals | 8 - Level of caern |
Minor | none | none |
The Apocalypse and Laws of the Wild[]
(...)
Revised Edition and Mind's Eye Theatre[]
Rites are still categorized as: Accord, Caern, Death, Minor, Mystic, Punishment, Renown and Seasonal. Additional categories from other sourcebooks are introduced, these include: Age Roles, Astrological and Wyld.
A character with the rating of four levels in the Rite Background may have a Level Four Rite, one Level One and one Level Three rite or any other combination. To learn a rite that character needs a Rituals Knowledge rating at least equal to the level of a given rite. Note that two minor rites ca be purchased in place of one Level One rite.
The following Changing Breeds have access to Rites: Ananasi, Bastet, Corax, Garou, Gurahl, Kitsune, Mokolé, Nagah, Nuwisha, Ratkin and Rokea. Ananasi and Bastet still have their unique rite categories.
Rites
Rites are the outward forms of the Garou's rituals and celebrations. Rites form and reinforce the spiritual and social ties that bind the Garou to each other and to Gaia herself.The common bond formed by rites resonates in the souls of all Garou. Many werewolves maintain that without the continuous practice of such rites, the Garou would lose their ties to the Earh Mother. In so doing, Theurges warn, the Garou may become something less than their true selves, possibly reverting to simple wolves and humans instead of Gaia's chosen.
The special ties werewolves have with the spirt world allow rites to function. The Garou invoke these bonds with Gaia's spirits when performing rites. In the dawn of time, shapeshifters struck a great pack - the Pact - with the spirits of Gaia. In return for the shapeshifter's fealty and service, the spirits would empower the werebeasts' rites, flooding them with supernatural power. For this reason, nobody but a shapeshifter can perform rites and expect them to work. The spirits will not answer the call if they are not legally bound to do so. This relationship is unique to the Garou and certain other Fera, and it makes the performance of these rites their sacred right and privilege, and theirs alone.
Through rites, Garou weave the social, emotional and religious fabric connecting werewolf to werewolf, pack to pack, and tribe to tribe. When Silver Fang meets Black Fury or Silent Strider meets Glass Walker, the rites of their ancestors give them common ground on which to tread. Even the simple Rite of Contrition has prevented many meetings between werewolves of different tribes and packs from erupting in argument and violence.
Rites also allow tribes and packs the freedom to define themselves and to develop their unique roles in Gaia's defense. Often tribes, and many individual septs, have their own rites and their own versions of common rites. The raucous, howling tumult of the Fianna's Rite of Spirit Awakening has little external similarity to the Shadow Lords' dark and brooding rite of the same name, yet the essence and purpose of the two rites are the same.
Types of Rites
Rites have both religious and magical connotations, and they serve both social and mystical purposes. Most rites can be performed in either the Umbra or the physical world. When teaching rites to young pups, Garou may group them by the purpose each type of rite serves for the Garou and for Gaia. Rites of accord, caern rites, rites of death, mystic rites, rites of punishment, rites of renown, seasonal rites and minor rites are the most common types of rites that Garou practice. The basic requirements for each of these types of rites must be fulfilled to perform any of these rites successfully.
Descriptions and requirements for each type are listed here, along with common rites from each category.
A werewolf has the potential to learn any rite. All she must do is find a teacher. A Garou's auspice usually determines the rites she is expected to learn (see Auspice Roles). Most elder Garou are more than willing to teach rites. In fact, the number of young werewolves who seem to discount rites as antiquated the importance of rites, preferring to spend their time doing things that have a more "immediate" impact. However, these same gray furs criticize young wolves that insist on modernizing or individualizing rites to meet the needs of their packs.
Enacting a Rite
Ritemasters generally lead groups of Garou in the performance of rites. These rites are grand ceremonies usually held at caerns with much tradition and socializing going along with them. It is the nature of rites to be social affairs. Most rites require the presence of at least three Garou, although a lone werewolf may conduct certain minor rites and mystic rites. Many older septs frown on the practice of performing rites away from the group.
Rites require great concentration and skill on the part of the celebrant. A rite takes a minimum of 10 minutes per level to cast, while minor rites take from two to five minutes to enact. Rites almost always require some form of trinket or special material. The general requirements for particular categories of rites are detailed in the following lists.
It is the responsibility of the ritemaster to ensure that all the requirements are met and that all Garou present participate fully in the rite. The player or Storyteller should roll to determine the success of the rite. The exact nature and difficulty of the roll will vary with each rite. Storytellers may decrease the difficulty of a roll of the ritemaster and participating characters enact the rite particularly well (i.e., if the players roleplay it well).
For every five Garou beyond the base number required (again, usually three) who are present and helping perform the rite to the best of their ability (in addition to the ritemaster), the difficulty level of the rite decreases by one (to a minimum difficulty of 3).
Rites are considered to be a natural way of affecting the natural order. They are part of how things work. Werewolves believe that if a rite is performed properly, the effect will occur naturally, just as a scientist would follow cause and effect. If you drip a rock, it will fall; if you perform a rite as it was handled down to you by your ancestor's ancestors, then the desired effect will occur. However, some rites do require Gnosis. These rites are particularly powerful breaches of the natural order.
Learning a Rite
The tribal elders who teach rites were themselves taught by their elders, who were taught by their elders, and so on back through the ages. In order to gain the knowledge (and tacit permission) to perform a rite, a young werewolf must approach an elder who possesses such knowledge. In the vast majority of cases, the elder will request payment (in the form of talens) from the young whelp in question. The number of talens required varies with the amount of teaching needed (level of the rite) and the elder's opinion of the cub (comparative rank and roleplaying). Elders will often allow the young Garou to do a favor instead of (or in addition to) donating talens. Such favors may range from providing the elder with fresh rabbit meat and caviar for three full moons to tracking down a minor enemy of the elder's and tearing out his throat. In any event, the favor asked is normally proportionate to the power and importance of the rite the young wolf wishes to master.
Learning a rite is an extended action. A Garou must have a Rituals Knowledge at least equal to the level of the rite she wishes to learn; a character with Rituals 3 cannot master a Level Four rite. She must also spend time - at least one week per level of the rite she wishes to learn (three days for minor rites) - with the elder who knows the rite. The player must roll Intelligence + Rituals (difficulty of 10 minus Intelligence). The number of successes required equals the level of the rite. The student may make one roll per period of teaching (one week for a Level One rite, three weeks for a Level Three rite, etc.). If the student fails a roll, she must spend a Willpower point to continue her studies. If she botches a roll, she is not yet ready to learn the knowledge she seeks. The character must wait at least three turnings of the moon, or until she has more life experience, to try again.
A character can begin the game with knowledge of rites by purchasing the Rites Background. Subsequently, however, rites can be learned only through roleplaying; they may not be purchased with experience points.
A character can attempt to enact a rite in which he has previously taken part, but which he does not know. Needless to say, he has little chance of success. The difficulty is three higher than normal, and the player must spend double the amount of Gnosis points if any are required. In addition, elder Garou often see such an attempt as impertinent or even sacrilegious. Attempting an unlearned rite in the presence of an elder may decrease the Garou's Honor or Wisdom in the eyes of his sept.
Finaly, it's possible - but obscenely difficult - to create new rites. Such a task is no small matter, as it involves convincing a great portion of the spirit world that a new rite is necessary, and that they must empower it whenever called to do so.
Auspice Roles
Not all Garou have a natural affinity for leading the Great Rites. Many are content to know some minor rites and a smattering of rites most significant in their own eyes. In fact, Garou traditionally view werewolves born under certain auspices as the rightful ritemaster of the tribes. In particular, Theurges and Philodox are groomed for such positions from the time that they first enter the sept as adolescent cubs. It is almost unheard of for a Garou of either auspice not to have at least some skill in the enactment of rites. In general, Theurges tend to learn mystic rites, seasonal rites and caern rites, while Philodox traditionally learn rites of accord and rites of punishment.
This is not to say that Garou of all auspices do not learn rites, or even lead rites occasionally. Galliards are likely to lead rites of death and rites of renown. Ragabash and Ahroun may also learn and enact rites, although the sept is unlikely to encourage such behavior unless a particular reason comes up for such a Garou to lead a rite. For example, an Ahroun might lead his war party in a Rite of Wounding after a cub's first battle. It is wise to remember that individual packs are often (but not always) more flexible when interpreting such traditions, being more concerned with which packmate will best carry out a rite than with following every musty old tradition. Any Garou is allowed to learn a mystic rite, regardless of auspice.
Rites Chart
Type | Roll | Difficulty |
---|---|---|
Accord | Charisma + Rituals | 7 |
Caern | varies (max. Gnosis) | 7 |
Death | Charisma + Rituals | 8 - Rank |
Mystic | Wits + Rituals | 7 |
Punishment | Charisma + Rituals | 7 |
Renown | Charisma + Rituals | 6 |
Seasonal | Stamina + Rituals | 8 - Caern Level |
Minor | none | none |
These rolls are standard ones required by type to enact any given rite. If no roll is mentions in a system's description, assume that the roll is standard.
Hunter: The Reckoning[]
Hunter: The Reckoning refers to them as Rituals. They are categorized into Common, Uncommon and Rare.
Rituals
One of werewolves' greatest strengths, beyond even their shapechanging and inhuman capabilities, is their ability to work together. Unlike many predators that are essentially solitary or at least self-interested, werewolves are capable of working in packs, coordinating their efforts and backing up each other. Such cooperation doesn't apply only to stalking and fighting, though. They are also capable of pooling their supernatural powers to create effects that are much more potent and terrifying than their individual spells alone.
By gathering together and praying, sacrificing and making offerings to the spirits they worship, shapechangers are able to call on vast mystical forces. Most rituals require a minimum of three werewolves, one of whom must lead the ceremony and focus on it for the duration. If her concentration is broken, the ritual is ruined. Rituals are holy and spiritual affairs. Shapeshifters react violently and fanatically to anyone who interrupts.
How They Work
Werewolves believe that by gathering in numbers and calling upon the spirits, they can be granted boons that they could not achieve individually. They do their best to attract spirits' attention by making sacrifices, howling, singing, dancing and performing specific activities for each ritual.
The ceremonies are typically performed in holy places, usually those maintained or protected by changer colonies. Use if such sites isn't always possible or even desirable, though. A rite may require closer proximity to its focus or have detrimental effects on the surroundings. In these cases, the creatures spare a few of their number to watch over the ritual in progress and to protect it from external interference. Thin-blooded kin can also be used for such guard duty if they're available and amenable.
What do these rituals look like to hunters? The werewolf attendees certainly seem to be up to something mystical - something cultlike or even pagan. Rarely do the invoked spirits actually appear in the physical world, so the performing creatures probably seem directly responsible for any "magic" effects that result.
If hunters watch a ritual, describe its progress in some detail, conveying a build-up to some climax and a palpable hint of power in the air. As any onlookers have to be using second sight just to observe, they sense a significant wrongness to the whole scene. Rituals can be performed by changers in any form. Indeed, some rituals require chanting by a number of werewolves in different forms. Sacrifices of objects, animals or people is common. Many rituals demand bodily fluids - blood, semen, urine, feces or saliva - or other substances - ash, mud, plant extract or paint - to anoint participants or to draw mystical symbols on the ground, trees or stones. Symbolic acts of sex or violence are used in some cases, and fire often features prominently.
The amount of time a ritual takes to perform depends on its intensity.
- Common rituals require at least 10 minutes
- Uncommon rituals require at least 30 minutes
- Rare rituals require at least an hour
When the requisite time passes without the ritual leader being interrupted, make the roll required for the rite.
Each werewolf taking place in the ritual that is seriously distracted for more than a minute - by entering combat, moving away from the immediate area of the ritual master or starting a conversation with someone outside the ceremony - adds one to the difficulty of the ritual roll. If the difficulty exceeds 10, the rite fails automatically, but the performance doesn't have to end prematurely. It can proceed if any participants are still involved. The werewolves and interfering hunters collectively learn whether the ceremony succeeds or fails at its climax.
If a ritual is performed out of hunter view, make the requisite roll assuming that all the preparations are made and performed correctly, or just decide the result based on the needs of your story.
20th Anniversary Edition and Mind's Eye Theatre[]
Rites are categorized as: Accord, Caern, Death, Minor, Mystic, Punishment, Renown and Seasonal. Kinfolk now have access to Rites, with two new categories, these include: Homestead and Milestones.
The following Changing Breeds have access to Rites: Ajaba, Ananasi, Apis, Bastet, Camazotz, Corax, Garou, Grondr, Gurahl, Kitsune, Mokolé, Nagah, Nuwisha, Ratkin and Rokea.
Fifth Edition[]
Rites have now been recategorized as Common and Social. Legendary Rites are considered in-canon as being Rites as well, but have a completely different mechanical function.
Rites
As Garou are creatures of volatile Rage, their gatherings are fraught with tension. Pride, frustration, and the base aggression inherent in werewolves' nature, not to mention the constant struggle for Renown, can turn the most innocent social gathering into an all-out brawl in less time than it takes to say, "stink of the Weaver." Rites therefore constitute the glue that bonds the Garou together. Every aspect of werewolf social life can and often does take on a ritualized nature, as masters of various Rites guide their fellows in the complex forms of interaction that help Garou from different packs and septs relate. Werewolves observe Rites for just about everything - not just formal Rites, such as bestowing upon Kin the title of Garou or for mourning the death of a pack member, but also ones for the retelling of past exploits or to chastise another withing the confines of a Rite (this avoiding violent death in reprisal).
Although most Rites are simply ritualized forms of social interaction, some have effects beyond the psychological. Bear in mind that the purely social ones have a presence just as large, if not larger, in Garou life. Just because the Rite of Passage or Rite of Gathering for the Departed lacks a game system doesn't mean they lack importance.
Rites also allow packs and septs the freedom to develop their own unique variants. Each of the tribes - and many an individual pack - has its own versions of common Rites. The raucous, howling celebration for the Hart Wardens' Rite of Spirit Summoning has little external similarity to the Shadow Lords' dark and brooding Rite of the same name, yet the effect and purpose of the two Rites are similar.
Rite Systems
To perform a Rite, a Garou must first know the Rite, something often learned from a more experience Garou. If multiple Garou who know the Rite participate, one must serve as Rite master for that particular enactment, and a single Garou performing a Rite becomes the Rite master by default. The Rite master's player assembles a Rite pool, composed of the Traits noted in the Rite description, and makes the test at the Difficulty of the Rite. Rage dice are included as normal here, and a Rite test is susceptible to Brutal failures. (Some Rites produce special effects if they yield Brutal results, which will be noted in the Rite.)
Garou who are present can participate in the Rite, as long as they haven't Lost the Wolf. Their players add two dice if the characters also know the Rite, or one if they are unfamiliar with it. One of these dice is always a Rage die - the more werewolves involved in performing a Rite this make its performance more fraught but potentially increase the margin for success.
Performing a Rite takes a whole scene unless otherwise noted, though the scene can be as long or as short as they story requires - anything from a couple of minutes to, in some cases, an entire night. If a Rite fails, the Rite master cannot lead the same Rite any earlier than the next day.
Rites Summary
- A Rite must be led by a Rite master, who must know the Rite
- Each participant, including the Rite master, must have at least one point of Rage
- The die pool traits are noted in the Rite and are those of the Rite master
- Each other participant contributes one Rage die
- Each other participant who knows the Rite contributes one regular die, as well
Historical Settings[]
Wild West and Mind's Eye Theatre[]
Rites are categorized as: Accord, Caern, Death, Minor, Mystic, Punishment, Renown and Seasonal. Additional categories are introduced, these include: Dark Umbra (Ghost Towns), Frontier and Pure Ones.
The following Changing Breeds have access to Rites: Ananasi, Bastet (Qualmi), Corax, Garou, Gurahl and Nuwisha.
Rules for Rites follow Second Edition (See Above).
The Rite Chart is the same as the one from Second Edition (See Above), with the addition of Frontier and Pure One Rites added to it.
Rites Chart
Type | Roll | Difficulty |
---|---|---|
Frontier | Charisma + Rituals | 7 |
Pure Ones | Manipulation + Rituals | 7 |
Laws of the Wyld West (Mind's Eye Theatre) also does the same, but changes the chart from The Apocalypse for the Minimum Number of Participants.
Rite | Trait and Challenge Type |
---|---|
Frontier | Social |
Pure Ones | Social |
Rite Level | Min.# of Traits | Min.# of Participants |
---|---|---|
Basic | Five | One |
Intermediate | Eight | Three |
Advanced | 11 | Five |
Vampire: The Dark Ages[]
Rites are categorized as: Accord, Caern, Death, Minor, Mystic and Punishment.
Modern Garou still practice the rites of their ancestors. All of the rites given in the main Werewolf rulebook were performed during the Dark Ages. The rites of the period differ primarily in the formality of the performance. Each tribe and sept has several minor rites which Garou are expected to perform before the main rite begins. Usually these involve paying homage to totems and spirits, but they may also include a symbolic purifying of the rite location and the participants. Many rites have an almost Church-like quality to them. In more radical tribes, such as the Red Talons, these formalities are discarded as too "human" for the Garou.
Rites were very important to the Garou of the Dark Ages. Werewolves who did not participate in rites or practice their own minor rites were treated with suspicion and disdain. Failing to successfully perform a rite was considered a great dishonor to the ritemaster. A werewolf who interrupted a rite was considered to be making an offense against Gaia. Once a Garou achieves any increase in rank, she is expected to have some knowledge of Rituals, even if she is a crusading Ahroun.
Just as in modern times, different tribes perform rites in their own unique ways, but all rites serve the same purposes. The different types of rites still exist, using the same combinations of attributes and abilities. Storytellers should feel free to create their own rites or "dress up" rites from Werewolf: The Apocalypse with tribe and sept-specific references a Dark Ages feel; for instance, a largely homid sept of Norman Silver Fangs might lead the assembly in a mournful chant or Gaian hymn before performing the Rite of the Opened Caern. The important thing to remember is that the general attitude of Dark Ages Garou is that the performance of a rite is as important - if not more so - than the end result.
Some of these rites have fallen out of favor with the tribes over the ages. Others have little use in the modern world. A few rites have been lost to the wise as the number of werewolves has diminished. Finally, some rites remain known to a few, but have not been performed in ages due to the lack of proper conditions in the banal industrial modern age.
Dark Ages[]
Rites are categorized as: Accord, Caern, Death, Minor, Mystic, Punishment, Renown and Seasonal.
A Rites Background represents the number and power of rituals the Garou knows. For every dot in Rites, the Garou has one level worth of rites. A character with Rites 3 might have three Level-One rites, a Level-One and a Level-Two rite or a single Level-Three rite. The Rituals Knowledge covers how much the characters knows about the rites and spiritual practices of the Garou. A character must have a Rituals rating equal to or greater than the level of any rite she wishes to learn.
Rites
Gifts are the most spectacular spiritual practice the shapeshifters have, but they are not the most important such practice to the Garou. More complex and ceremonial than Gifts, rites are as much social conventions within the society of the Garou as anything else. Rites form an unseen bond between werewolves and also between the Garou and Gaia herself. Only Garou perform these rites (it is assumed that the other Changing Breeds have their own rites, of course), and this is because of their special bone and service to Gaia. It is a boon, one might say, for their fealty to her; that they are willingly putting their own lives and the lives of their loved ones at stake when fighting for her.
But what are rites, precisely? How do they work? It is through their continued interaction with the spirits of Gaia, building on a persisting relationship that existed longer than anyone can remember, that the spirit-servants of Gaia can fuel the rituals of the werewolves. It is a pact that obliges the spirits of Gaia to accommodate the callings of the Garou ritemasters and grant their requests by allowing the rites to work. Rites are, therefore, boons granted by spirits through ritualistic callings, often in the form of tributes and chiminage. The Garou see rites as a way to affect the order of the natural world, and as such, the practice is part of the natural way of things. To the Garou this is more than peasants sacrificing to their gods to ensure a good harvest. To them, it is more than a mere tradition; it is a part of who they are and of their culture. It is also imperative that outsiders do not chance upon a Garou rite. They would not understand, and those involved may even be persecuted for working witchcraft. (Assuming the would-be persecutors survive - most humans who chance upon werewolf rituals do not.)
Types of Rites
Even though rites are a spiritual practice, they figure heavily into everyday life for Garou. Rites, therefore, have been classified into several categories reflecting their purpose, both in mechanical and dramatic context. Rites of accord serve to restore balance, to cleanse and to mend. Caern rites have specific functions on and regarding the sacred places of the Garou. Rites of death honor the departed and maintain the connection the Garou have with the cycle of all things. Mystic rites are designed for connecting to and with the Umbra. Punishment rites form a sacred practice of reprimand, and rites of renown commemorate notable achievements. Seasonal rites celebrate the seasons of the year and represent Garou "festivals." They also represent specific annual rituals that the Garou hold, such as solstices. Last but not least are minor rites. Nothing like the other, elaborate and public rites, the minor rites represent specific rituals that individual Garou perform every day.
Learning and Performing Rites
Rites are taught by tribal elders, who were in turn taught by their own elders. The rites of the Dark Medieval, already ancient by anyone's standards, are predominantly the same ones young Garou of the future will one day learn. Characters with the Rites Background begin the game with some knowledge of rites, but after the game has begun, the only way to learn more rites is by finding a teacher. It is not possible to purchase rites with experience points.
Young Garou are often taught rites based on their auspices. Usually, Theurges and Philodox, being the shamans and mediators of Garou society respectively, serve as authorities on rites among the Garou, ad cubs from these auspices are initiated with rites early on. Theurges learn caern rites, mystical rites and seasonal rites, while Philodox learn rites of accord and of punishment.
This is not to say that the Galliards, Ragabash and Ahroun do not learn rites. A Garou is able to learn any rite, regardless of her auspice, provided she can locate someone who is willing to teach her (and provided the character has the requisite Rituals rating). In all likelihood, an elder is going to demand some sort of recompense or tribute to sharing his knowledge. Often this tribute comes in the form of aid or servitude. Sometimes the student is asked to provide chiminage to the teacher's pack or tribal totem. The worth of the payment and applicable time involved should be based on how much teaching is required (determined by the level of the rite) and in what regard the tutor holds the character. (This regard takes her rank into account, though how the character approaches the tutor affects the tutor's demands accordingly. Good roleplaying should be required of the player.)
A Garou cannot learn a rite of a higher level than her Rituals rating, and one week under the instruction of the elder per level of the rite is required to learn it. For every week of training, the player must roll Intelligence + Rituals (difficulty 10 - the character's Intelligence). If any of the rolls fail, the player must expend a Willpower point to continue the studies. If a roll botches, the character is not worthy of the knowledge yet, and he must wait at least a three full turnings of the moon before trying again.
Most rites are extensive and tradition-bound social ceremonies held at moots and other caern assemblies. A ritemaster leads the procession, which generally includes three or more Garou. It is generally frowned upon for a Garou to perform such rites alone, although many minor and mystic rites are carried out by solitaire Garou. The ritemaster is responsible for seeing to all necessary details concerning the rite, which includes the participation of the Garou present. The number of Garou present helps lower the difficulty of the rite (by one per five participants including the ritemaster; see the table for base difficulties). Good roleplaying on behalf of the characters involved could lower the difficulty further if the Storyteller sees it fit.
Carrying out a rite normally takes a minimum of 10 minutes per level of the rite, and often entails the sacrifice or use of some special object. Requirements for enacting a rite are included in the following listings.
Rites Systems
The following is a chart providing the standard roll required for performing the different types of rites. If no roll is listed in the write-up, assume that a standard roll is required.
Type | Roll | Difficulty |
---|---|---|
Accord | Charisma + Rituals | 7 |
Caern | varies (max. Gnosis) | 7 |
Death | Charisma + Rituals | 8 - Rank |
Mystic | Wits + Rituals | 7 |
Punishment | Charisma + Rituals | 7 |
Renown | Charisma + Rituals | 6 |
Seasonal | Stamina + Rituals | 8 - Caern Level |
Minor | none | none |
Gallery[]
External Links[]
References[]
- WTA: Werewolf: The Apocalypse Rulebook, p. 130-131, 134, 188-195
- WTA: GURPS Werewolf: The Apocalypse, p. 65, 141-149, 196-197
- ^ WTA: Werewolf: The Apocalypse Second Edition, p. 110, 112-113, 137-153
- WTA: Werewolf Storytellers Handbook, p. 43-49
- WTA/cMET: The Apocalypse, p. 102-110
- WTA/cMET: Laws of the Wild, p. 125-140
- WTA: Werewolf: The Apocalypse Revised Edition, p. 119, 123, 154-167
- WTA/cMET: Laws of the Wild Revised Edition, p. 150-163
- WTA: Werewolf Storytellers Handbook Revised, p. 59-68
- WTA: Players Guide to Garou, p. 82, 106, 126-129, 196-200, 213
- WTWW: Werewolf: The Wild West Rulebook, p. 166-178
- VTDA: Werewolf: The Dark Ages, p. 111-115
- DAW: Dark Ages: Werewolf Rulebook, p. 82, 85, 143-155
- HTR: The Moonstruck, p. 107-109
- W20: Werewolf: The Apocalypse 20th Anniversary Edition
- W20: Changing Ways, p. 119-122, 140-150, 156-159
- W5: Werewolf: The Apocalypse 5th Edition, p. 180-187
Werewolf: The Apocalypse Rites | |
---|---|
Garou and Fera Rites | Accord · Age Role · Ahadi · Astrological · Caern · Dark Umbra · Death · Frontier · Hengeyokai · Minor · Mystic · Punishment · Pure Ones · Renown · Seasonal · Wyld |
Fifth Edition Garou Rites | Common · Legendary · Social |
Kinfolk Rites | Accord · Caern · Homestead · Milestones · Minor · Punishment · Renown · Ritual of Sacred Rebirth |
Unique Fera Rites | Ajaba - Ananasi: First · Triumvirate · Viskr - Bastet: Kuasha · Moon · Need · Taghairm - Corax - Gurahl - Kitsune - Mokolé - Nagah - Nuwisha - Ratkin - Rokea |
Rites of the Lost Breeds | Apis - Camazotz - Grondr |
Wyrm-Corrupted Fera Rites | Blood Rituals · Defiler Kings · Buzzards · Histpah |
Miscellaneous Rites | 7th Generation - Fomori - Miscellaneous Rites |