Renown Rites
These rites celebrate both the specific accomplishments of an individual Garou and his achievement of a new station in the pack or sept. Garou long to receive such rites as much as they fear facing a rite of punishment.
System: When performing this type of rite, the ritemaster's player must make a Charisma + Rituals roll.
General Rites
Level 1
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Level 2
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Level 5
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Level One
Rite of Wounding
Source: WW3801 Werewolf: the Apocalypse Revised p. 164
Description: This rite celebrates a Garou's first battle wound. Each tribe marks this moment differently, but all honor this sign of courage. Many tribes rub ash into at least part of the wound to form a scar of remembrance. The Get of Fenris always end this rite with a fierce all-night revel filled with drinking and fighting. By contrast, the Children of Gaia end their Rites of Wounding with prayers for peace and understanding among all creatures.
System: Only the wounded character and the ritemaster must be present for this rite, although the werewolf's pack and sept are normally persent. The wounded character receives two points of Glory if this rite succeeds.
Level Two
Rite of Accomplishment
Source: WW3801 Werewolf: the Apocalypse Revised p. 164
Description: This rite is used to honor a werewolf and recognize the trials he has endured to attain his current standing. An elder will call the honored Garou forward, much as the Garou might be called forward should the elders want to punish or criticize her. As the Garou advances, the elder begins listing all of the things the Garou did to gain the acclaim. The Rite of Accomplishment then takes place, and anyone who wishes to speak on behalf of the Garou being honored may do so. In conclusion, the elder says something along the lines of, "She is made greater in her tribe, her sept, and greater among the People everywhere. Let this be known."
System: This rite is performed when a Garou has 10 points of temporary Renown in a category and wishes to gain a point of permanent Renown. The difficulty is only 4 unless someone disputes the rite. (In such an instance, the difficulty in this instance is rises to 6.) Only one success is required.
A failure on the roll is considered indicative of a failing in the applicant. The ritemaster often receives a portent from Gaia showing the unworthiness of the applicant. If the roll botches, the applicant must undergo a penance before anyone will again give him the Rite of Accomplishment. Such is the injustice of society.
It is possible, although rare, that someone will try to dispute the rite. In this case, the disputer stands and heckles the ritemaster as he performs the rite, making bold assertions about the negative qualities of the applicant. The applicant so insulted must make a Rage roll not to frenzy; if he frenzies, the rite is over. If he keeps his cool, and the rite is successful, then no one can rightfully question his worthiness for at least three moons (i.e., no one can dispute any Rites of Accomplishment performed on him during the next month and a half).
Rite of Passage
Source: WW3801 Werewolf: the Apocalypse Revised p. 164
Description: After a cub undergoes his First Change and becomes aware that he is a werewolf, he must undergo his Rite of Passage. Werewolves are not accorded adulthood or respect until they pass this seminal rite; they are mere cubs until that time. They are not even considered true Garou, and Shadow Lords do not refer to them as such until this rite is completed. Similarly, a cub is not a member of any tribe until his Rite of Passage. A male cub born to the Black Furies, for example, because a member of whatever tribe will offer him a place among them by use of this rite.
During a Rite of Passage, the cubs must complete a dangerous quest meant to prove the courage, honor and wisdom befitting a werewolf. However, few cubs undergo this rite alone. They are often joined by their pack-to-be, other cubs who are also coming of age. The ritemaster commands the would-be pack to go out into the world with a definite goal to achieve, and he forbids it to return until it has tried its best to accomplish this goal. Different tribes impose different goals. A Wendigo rite often takes the form of a visionquest, while the Get send their cubs into combat with Wyrm-spawn. Invisible spirits sometimes accompany the cubs in order to watch over them and report their doings to the elders.
If the cubs succeed in their quest, a ritemaster performs this rite upon them, marking them with a pictogram that brands them as full-fledged Garou. These pictograms are usually painted, but the Red Talons carve them into the flesh of the young heroes.
If the cubs fail, however, they are continued to be considered second-class citizens until another opportunity to prove themselves.
System: Before the Rite of Passage, Garou are not yet Rank 1. Their teachers do not teach them any Gifts until the Rite of Passage is complete.
Rite of Praise
Source: WW3806 Players Guide to the Garou p. 200
Description: This rite recognizes a werewolf who has given more, risked more, and sacrificed more than necessary for the good of other Garou, Gaia or anything related. The entire sept is gathered as the ritemaster presents the commendation, often with a token worthy of the honoree, such as a fetish, as a final reward. This rite is not used lightly, or to reward expected behavior - it honors only the greatest.
System: The ritemaster presents to the sept the deeds and actions of the chosen garou warranting such praise. For each success on a Charisma + Rituals roll (difficulty 6), the praised garou gains an extra die to use for Social dice pools within the sept over the next three months.
Level Five
Rite of the Phoenix
Source: WW3806 Players Guide to the Garou p. 82
Description: When all the elders in the concolation are satisfied with their candidates, they assemble in the center of the caern. The Caller of the Wyld then starts a howl that the other elders then join in, auspice by auspice. All of them are beseeching Phoenix to attend the gathering and choose the werewolves he deems to be worthy. As the rite draws to an ends, a column of cold, icy blue fire should appear in front of the candidates. They then walk through the fire one by one, with Phoenix's mark, an icy blue flame on their left shoulder blade, appearing on those the totem deems worthy. When Phoenix has made his choice - on occasions before all the candidates have walked through the fire - the flame draws inwards into a tight pillar which then ascends sedately into the sky, to hang above the carn for anything from a few minutes to an hour or so. The longer Phoenix remains, the better the omen for the success of the Silver Pack.
System: The ritemaster rolls Wits + Rituals (difficulty 7). If the roll succeess, the column appears as described aboves. Those chosen members of the Silver Pack are picked at the Storyteller's discretion. Successful members pass through the flame unharmed. Failed candidates suffer a single level of aggravated damage. Truly unworthy candidates - Litany breakers, would-be traitors of those with a guilty secret - can suffer up to four levels of aggravated damage. Phoenix does not take kindly to his time be wasted with unworthy candidates. If the rite is attempted without representatives of all five auspices being present, the ritemaster will suffer five levels of aggravated damage when the fire materializes around him and then dissipates.
Tribe Rites
Below are Renown Rites for each tribe. Tribe Rites are only available to learn within your own tribe. Click to expand for details on the boxes. By clicking on the name of the tribe, you can view all of their Tribe Rites.
Fianna
Level One Rite of Boasting (Renown) Source: WW3854 - Fianna Revised p. 74 Description: Boasting and bragging have always been a vital aspect of warrior cultures. Boasts serve to work up a fighter's courage while putting fear into the opponent. But to truly impress, the boaster must back up his claims. This rite is more than formalized bragging, for it forces the Garou to "put up or shut up." Before a battle or mission, the Garou boasts before all assembled that he will perform a particularly impressive feat (for example, "I will kill three Black Spirals with only my claws," "I will scale the electrified razorwire of the refinery" or "I will be the first to reach the shield wall, there to wrest the enemy's standard from his dead hand."). The boast is performed in a ritual fashion, with a short recitation of lineage and a summary of glorious deeds performed to date. If he makes good on his boast, he magnifies the Glory of the act. If he fails, the resulting derision of his peers costs him Glory; boasting is only respected if you can back it up. This rite is most commonly used among the Fianna, Get of Fenris, and Wendigo, but most tribes have some version of it. System: For every two successes on a Charisma + Rituals roll (difficulty varies according to the feat proposed, with more difficult and glorious feats lowering the difficulty; the number should probably range from 4 to 8), the boast earns a potential extra temporary Glory, up to the amount of Glory the feat would ordinarily garner. If the rite is performed properly and the Garou successfully achieves his goal, he gains the Glory bonus. If he fails and lives, he loses that amount. If he dies while carrying out his deed, there is neither loss nor gain of extra Renown. A single pack may boast of a deed, but only the pack leader can perform the rite. In this case, difficulty is increased by one, and the entire pack gains or loses the Glory award. |
Get of Fenris
Level Two Rite of War (Renown) Source: WW3855 - Get of Fenris Revised p. 81 Description: Although the Get are not, as some werewolves joke, "a tribe of Ahroun," it's true that the Get's Full Moons are held to an exacting standard. This rite is a clear illustration of the Fenrir's lofty expectations. After a Modi has successfully challenged for Fostern, but before she has been formally awarded that rank, she must undergo ritual combat with two fellow Ahroun. She may use no weapons but her natural body, while her attackers are allowed to use weapons if they choose (die-hard traditionalist septs always arm the attackers with silver). If for some reason there aren't two Get Ahroun available to fight with the aspiring Fostern, the ritemaster may substitute Get of other auspices, or Ahroun of other tribes if no other Get are available. (If no other Ahroun or Get can be found, the rite is waived; combat against non-Ahroun of other tribes is simply not considered sufficiently impressive.) The young Ahroun need not win against her two combatants (if the other two are of higher rank, she's not even expected to stand a chance); she must merely put up a good fight. The ritemaster paints the wounds achieved during the rite with dyes made from various plants, and the scars become permanent reminders of the Ahroun's success. System: Standard roll. If the challenger wins against two Get Ahroun, even if they are both Rank One, she gains three Glory for her outstanding performance.
Level ThreeRite of Challenge (Renown) Source: WW3855 - Get of Fenris Revised p. 81 Description: This rite is the most formal of challenges, most often the challenge for leadership of an entire sept. Although a would-be Jarl need not know this rite to challenge the current sept leader, this rite is accepted as the most formal and proper way to do so. Proper performance of this rite marks the challenger as one well-versed in Fenrir ways and worthy of facing the Jarl in challenge, and therefore adds extra weight to his claim to the position. Get of Fenris may also perform this rite to formally challenge rivals of other tribes or positions; the rite has less binding power in such occasions, but still (if performed properly) carries great weight. The challenger must be the one to perform this rite. He must confront his opponent and formally recite his lineage, deeds and strengths, each on a ritual declaration of his worthiness. He then calls out each of the reasons for his challenge -- which must be carefully done, as the accusations must be strong enough to win the onlookers' support, yet not so bold as to provoke the challenged party to frenzy. With the final accusation, he formalizes the challenge. If the rite is performed properly, the challenged party must accept or lose significant Renown. System: Standard roll of Charisma + Rituals. If the rite is failed, the challenged party may refuse to meet the challenger (and if both were Fenrir, it would be a disgrace to acknowledge a challenge so poorly made). If the rite is successful, the challenged party cannot refuse the challenge without losing Renown (1 Glory for non-Fenrir, 2 Glory for Get of Fenris, 5 Glory if a Jarl). The ensuing combat may be to first blood, submission, or even to the death, at the Master of the Challenge's decision; the more successes, the more likely the Master of the Challenge is to choose duel terms in keeping with the challenger's wishes. No Weapons may be used during the combat. If the Fenrir uses this rite to challenge someone who is clearly not his equal in battle, he promptly loses 1 Glory and 2 Honor, and the challenged party may decline without fear of Renown loss no matter the result of the roll. The only exception is if the challenged party is a Jarl; a Jarl who is clearly inferior to his challenger is an affront, and should be replaced as quickly as possible.
Level FiveRite of Conquest (Renown) Source: WW3855 - Get of Fenris Revised p. 82 Description: This is one of the rarest of Fenrir rites, performed whenever a Jarl has gained his rank by slaying his predecessor in fair combat. The rite was more popular in olden times, but in these days the Get of Fenris don't have the numbers to permit many lethal challenges for the post of Jarl. The rite acknowledges the history of both the fallen sept leader and the new Jarl. The ritemaster guides the new Jarl through the steps of establishing his new rank. The new Jarl must devour the heart of his predecessor, thus symbolically gaining the wisdom to rule his sept properly. The fallen leader's possessions are turned over to the new Jarl in accordance with the Litany, but relatives with a claim on weapons or fetishes are allowed to challenge the new Jarl for their possession. System: Standard roll. If successful the new Jarl gains instant knowledge of one of the fallen leader's Gifts (Storyteller's choice; higher level Gifts are more likely, even if the new Jarl is still not yet of the rank to use them.) |
Glass Walker
Level One Bonding Rite (Renown) Camp Dies Ultimae Rite Source: WW3856 - Glass Walkers Revised p. 82 Description: This literally named rite is quite simple, but is absolutely crucial to the entire camp's understanding of modern Garou war tactics. The rite temporarily binds a number of Kinfolk into a pack, asking the pack totem to accept them. To perform this rite a length of surgical thread is passed through the knuckles of one hand of each pack member and prospective Kinfolk. Every Kinfolk must stand next to at least one Garou, which means at least a third of the expanded pack must be werewolves. In the gaps between each hand a steel charm in the shape of a glyph is hung from the surgical thread. The two ends of the thread are tied together to form a circle. Following this the ritemaster recites a prayer to the pack totem three times, speaking more incoherently each time. At the conclusion of the last prayer, each member rips their hand away, causing the surgical thread to rip through their skin. The thread will remain embedded in the ritemaster's knuckles. She then wears the ring of thread like a necklace. From now, she is the lynchpin of the pack. If she dies, the effects of the rite vanish. System: On a successful casting of this rite, all Kinfolk in the rite receive the same blessing from the pack totem as the Garou and may use pack tactics with them. The effects last for one scene. |
Shadow Lords
Level Three Rite of Dominance (Renown) Source: WW3858 - Shadow Lords Revised p. 76 Description: No matter how true they remain to the ideals of Gaia, Shadow Lords still live in a society where dominance over others is the rule instead of the exception. A Lord uses this rite when she has ousted a corrupt leader, or when she has dominated those beneath her and forced them to submit to her will. By coercing them into taking part in this rite, she ensures that their loyalty to her is strong and that they will be loath to work against her in the future. System: During this rite, all participants except the ritemaster invest one Permanent Willpower, which are given to the totem of the pack for safekeeping. So long as the pack members remain obedient to the ritemaster (who must be the pack's alpha), they may use the lost Willpower normally. Should they ever act against her, however, they will lose the Willpower permanently. The effects of this rite can be undone using a variety of punishment rites, presupposing the ritemaster has acted inappropriately or abused her position as pack alpha.
Rite of Conquest (Renown) Source: WW3858 - Shadow Lords Revised p. 76 Description: More celebratory than it might seem from the name, the Rite of Conquest is performed to welcome back a Bringer of Light who has successfully endured an extended stay in the presence of the Wyrm (and emerged unscathed, both physically and spiritually). It is similar in many respects to a Rite of Cleansing, but it is far more powerful. Recipients of this rite are true paragons among the Garou, and even Garou of other tribes bow down before them in respect, as they have accomplished things few others would even dare to attempt. This rite may only be performed by one who has himself received the rite, and it is only performed under a sky filled with storm clouds, under Grandfather Thunder's watchful gaze. System: To receive this rite, a Shadow Lord - typically a Bringer of Light - must endure the horrors of the Wyrm for a period of no less than six months. He must interact with fomori, Banes, or corrupted Garou during this period, and he must successfully resist their influence without falling to the Wyrm, or even being tainted by its presence. If the Garou survives such an ordeal, he may receive this rite and be recognized as one of the strongest of Gaia's warriors. Truly, he has conquered the Wyrm. The Garou performing this rite, who must be a Theurge, expends a number of Gnosis points equal to the recipient Garou's rank. The recipient pours forth all of his Gnosis points, giving them up to the storms above him. Once this is done, the ritemaster makes a Charisma + Rituals roll (difficulty 10 - the target Garou's Rank) and draws the power of Gaia into the recipient's body. On receiving the rite, the recipient gains one of several possible benefits (player's choice). Possible benefits are as follows:
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Wendigo
Level Three Rite of the Great Bear (Renown) Source: WW3863 - Wendigo Revised p. 68 Description: The Great Bear is one of the most easily identifiable constellations; ever-present over the frozen horizon, it serves as a constant reminder of the power of the North and the Sacred Pole. Stories have given it different forms and names -- a reindeer, a coffin, a dipper, a chariot for kings, a spurned maiden -- but in most legends told by Gaia's people, it takes the shape of a Bear. One of the oldest legends tells of three stars, the bright spirits of three brave warriors. Through-out the year they pursued their prey, a pure white bear bigger than all three men put together. When autumn came, their spears finally found their target, and the blood of the Great Bear dripped down from the heavens, to turn the leaves of all the trees red as he died. This rite celebrates the fierce and determined spirits of these three Star-Hunters, by sending three brave new avatars back into pursuit of a single target of the ritemaster's choice. For the Rite of the Great Hunt, a sept or a ritemaster is usually sent a vision from Gaia, indicating a worthy victim or sacrifice. In order to add to this rite a hunt for the Great Bear, the Spirit of Great Wendigo conveys his own, separate message and target, but to the ritemaster alone. A ritemaster must be confident in her bond with Gaia an Great Wendigo, and also confident that her septmates are willing to trust her vision and risk shame to achieve even greater glory. Although Gaia has been known to sacrifice one of the Garou as the quarry for Her rite, Great Wendigo never chooses one of his children as the target. Usually the prey of each hunt is different, but tend to possess some mystical bond or connection that may not become evident until both rites are completed. System: This is a seasonal rite, and should be incorporated into the Rite of the Great Hunt, which is traditionally performed at Midsummer. The Rite of the Great Bear cannot be completed unless the Rite of the Great Hunt is successful. The hunt for the Great Bear, however, lasts longer than a day, and must be completed by the autumnal equinox. If the Star-Hunters have not captured and killed their quarry by this time, the shame becomes truly damaging. Any points of Glory Renown earned by a character for the completion of the Great Hunt are totally lost. However, if the hunt for the Great Bear is finished successfully, the gain of Glory for each character participating in the rite rises another three points - once for each of the three Bear Hunters.
Rite of the Vipers (Renown) Source: WW3863 - Wendigo Revised p. 68 Description: Two enemies agree to meet within the bounds of a neutral caern. A magical circle is inscribed by a neutral ritemaster, surrounding the caern. Once the circle is closed, the foes may neither leave the circle nor fight each other until they have completed their part of the rite -- the carving of two sacred knives, from a common piece of ivory tusk or bone. They may bring no tools, but only use the sharpness of their claws. Together, they must crouch and work, side by side like kin, controlling their Rage and their form. The two foes must dedicate themselves without rest, food, or aid, to the creation of their weapon, the instrument of their vengeance. Once a knife is perfected, to the pleasure of Gaia, its edge bursts into an unmistakable glow of cold blue light. The creator of that knife may then attack her foe as she desires. The slower Garou, if she can survive the first blow, may not depart the magic circle or defend herself until her knife is finished and found satisfying to Gaia. Usually this rite ends with the death of one of the two rivals; because of this, the performing of this rite is naturally discouraged, because any loss of Garou life brings the Apocalypse one step closer. System: For every hour that passes within the circle, each Garou must make a Rage roll of increasing difficulty, beginning at 4. They each must also roll Crafts + Rituals against each other, to indicate how well the knife is being carved. If either opponent should fall into frenzy before completing her task, the rite is considered to have been violated. The ritemaster may then either dissolve the boundary circle, allowing external interference or aid, or she may keep the circle closed and simply allow the non-frenzied Garou to fight back in her own defense, without finishing the carving of the knife. As in all duels, the ritemaster is considered to be the Master of the Challenge. Any Garou that is wounded must make a check not to frenzy. If the latter situation is chosen, it's considered proper for the victor to finish the carving of her knife in thanks to Gaia, after her foe has been defeated. If the ritemaster wishes, additional Renown may be awarded to the victor, depending on the beauty of quality of the knife, which then is usually worn openly with pride. The knife thereafter is ready to be enchanted as a fetish, with a particular affinity for spirits with high Rage. |