Difference between revisions of "Gurahl Rites"

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{{:Template:Rites}}
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* [[Bastet_Renown|Main Bastet Page]]
 
* All [[Bastet_Gifts|Bastet Gifts]]
 
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* [[Ananasi_Rites|Ananasi Rites]]
 
* [[Bastet_Rites|Bastet Rites]]
 
* [[Corax_Rites|Corax Rites]]
 
* [[Garou_Rites|Garou Rites]]
 
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* [[Mokole_Rites|Mokole Rites]]
 
* [[Nuwisha_Rites|Nuwisha Rites]]
 
* [[Ratkin_Rites|Ratkin Rites]]
 
* [[Rokea_Rites|Rokea Rites]]
 
  
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* [[Gurahl Renown]]
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* [[Gurahl Gifts]]
  
 
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Sources: PGttCB 96, Gurahl 104-107
 
Sources: PGttCB 96, Gurahl 104-107
  
{|class="wikitable" style="text-align: center;" width="25%"
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='''Gurahl Rites'''=
! style="min-width: 125px" | Type
 
! style="min-width: 200px" | Roll
 
! style="min-width: 200px" | Difficulty
 
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|'''<font color=blue style="text-shadow: 5px 5px 8px blue;">Mystic</font>'''
 
|Wits + Rituals (unless otherwise stated)
 
|7 (unless otherwise stated)
 
|}
 
='''Corax Rites'''=
 
 
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{|
 
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'''Level 1'''
 
'''Level 1'''
* Rites of Greeting and Leave-taking
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* Rites of Greeting and Leave-Taking
 
* Rite of Rending the Gauntlet
 
* Rite of Rending the Gauntlet
 
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==Rank 1==
 
==Rank 1==
'''<font color=blue style="text-shadow: 5px 5px 8px blue;">Rite of Talisman Dedication</font>''' - As the Garou Mystic Rite: Rite of Talisman Dedication. - Spend one Gnosis per object or outfit to be dedicated, and the character may never have more objects bound to himself than his Gnosis score. The player must decide what happens to the object(s) when the character assumes certain forms. For example, when the character assumes Crinos form, her backpacks straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Corvid form, her knife may meld with her body. In such cases, the object will appear as a tattoo. Others must spend a Willpower point to remove the object from the character.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rites of Greeting and Leave-Taking</font>''' - These simple rites involve a formal acknowledgement of the presence of another Gurahl. The basic rite used when one Gurahl meets another involves the use of language and body gestures that render mutual respect. Variations on the basic rite allow for meeting groups of Gurahl, encountering a werebear of higher or lower rank, entering or leaving the territory of another Gurahl, and other kinds of meetings.
  
''(Werewolf: Revised, p 160)''
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'''System:''' No roll is necessary unless there is some question as to whether or not one or both of the Gurahl involved in the rite have hostile or unfriendly intentions towards the other. If this is the case, the Gurahl who wishes to keep the greeting on a friendly basis rolls Charisma + Rituals (difficulty of the target's Willpower) to ensure that the rite succeeds in averting trouble.
 +
 
 +
''(Gurahl BB, p104)''
 
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'''<font color=green style="text-shadow: 5px 5px 8px green;">Rite of the Closed Eye</font>''' - Just as the true Corax feel compelled to drink secrets out of dead men's eyes, Buzzards prefer to cloud the issue. Their tactics for doing so can be as simple as plucking a corpse's eyes out physically, or as complicated as the Rite of the Closed Eye. Not only does this rite wipe the memory from a cadaver's eye, it also leaves a nasty little bobby trap behind. Any Corax attempting to drink from an eye marked with this rite is in for a vicious, and possibly fatal, shock.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Rending the Gauntlet</font>''' - Gurahl have such close ties to the Earth itself that entering the Umbra requires a special rite. Unlike the Garou who can simply "step sideways", the Gurahl must physically rip a hole in the Gauntlet before they can travel beyond the confines of the physical world. In order to accomplish this feat, the Gurahl transforms into Bjornen, tears an opening into the Umbra, and steps through. The tear immediately seals itself behind the Gurahl. This action invokes the Delirium in normal humans who inadvertently come upon a Gurahl in the process of passing between worlds.
  
'''System:''' A lone Buzzard can preform this rite, though it takes a full 15 minutes to do so. By investing a point of Gnosis, the Scab wipes the memory from one of a cprose's eyes (not both) and replaces it with a vision of sheer, gut wrenching horror. Any Corax drinking from that eye needs to succeed on a Willpower roll (difficulty 8) or be driven temporarily mad with the vision. Victims of this effect are helpless for five minutes, plenty of time for an enterprising ambush-er to make short work of them.
+
'''System:''' The player spends a point of Gnosis and rolls Charisma + Rituals versus the difficulty of the local Gauntlet. The time it takes to open the hole in the Gauntlet and pass through depends on the number of successes gained in the roll. One success means that it takes the Gurahl five minutes to enter the Umbra. Two successes shortens the time to 30 seconds, while three or more successes indicates an almost instantaneous ripping and crossing. No successes means that the Gurahl fails to tear the fabric of the Gauntlet, and he may not make another attempt until an hour has passed. A botch strands the Gurahl halfway between the two worlds. The Gurahl's affinity for the Earth makes returning from the Umbra a simple process, requiring no roll.
  
''(BotW, p138)''
+
''(PGttCB p96, Gurahl BB p104)''
 
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----
  
 
==Level 2==
 
==Level 2==
'''<font color=blue style="text-shadow: 5px 5px 8px blue;">Rite of Becoming</font>''' - As the Garou Mystic Rite: Rite of Becoming. - This rite can only be cast from an Anchorhead domain, and requires the casting Corax to make a braid frin three hairs (or feathers) off her head, three pieces of copper wire, and three pieces of ivory. The Corax ties the braid around a wrist or ankle, then invokes three words of power. Henceforth, the Corax can fly into the Deep Umbra.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Changing Moon</font>''' - These rites mark a Gurahl's passage from one auspice to another. The subject of the rite first undergoes a ritual cleansing, including a day-long fast and a ceremonial bath. At the end of her purification, she burns an item symbolic of her old auspice (i.e., a child's toy for Arcas, or a wooden spear for Uzmati). Next she adorns herself in clothing and face paint suitable to her new auspice. Finally, she presents herself before the other participants in the rite and formally states her name and (new) auspice. The other Gurahl greet her in return, again using her name and new auspice title. A celebration usually follows the formal portion of the rite.
  
If the braid is destroyed, the Corax takes a health level of Damage and must make a Wits roll, (difficulty 6) to return to the Near Umbra. The Sun-Lost ceremonially destroy their braids as soon as they reach the Deep Umbra, symbolizing their acceptance of their new state. Corax who intend to head home tend to be a bit more careful of theirs, but getting lost in the Deep Umbra isn't quite as unpleasant for Corax as it is for Garou.
+
'''System:''' No roll is necessary, but all the proper steps must be followed for the rite to "succeed".
  
The Background: Umbral Maps eliminates the need for any sort of roll to find one's way home, even if the braid is destroyed.
+
''(Gurahl BB, p105)''
 
 
''(Werewolf: Revised p161, PGttCB p82, Corax BB p83)''
 
 
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'''<font color=blue style="text-shadow: 5px 5px 8px red;">Rite of the Fetish Egg</font>''' - The Rite of the Fetish Egg is about the birds and the bees - well, no bees - and where new Corax come from. You see, when two Corax love each other very much, you know what happens?
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Healing Winds</font>''' - The Gurahl use this ceremony to cleanse the land of noxious poisons, whether in the form of gasses, liquids (such as chemical spills) or airborne virsuses and biological agents. To enact this rite, the Gurahl enters the Umbra (using Rend the Gauntlet), then summons and binds a Chinook spirit. The Gurahl then sends that spirit to the place that needs cleansing. The Chinook's purifying cold scours the land, water and air as well as creatures and vegetation, ridding them of toxins. The spirit's presence causes the temperature in the vicinity to drop up to 10 degrees, an effect which lasts for no more than 24 hours and causes no significant damage to the local flora and fauna.
  
Nothing. Absolutely nothing. We cant breed with one another. That's why there are no Corax metis. Hell, a new Corax doesn't even have to be the kid of an old Corax. This is a matter of spirit, not genetics, boyo. Spirit's a lot more important. What it can mean, though, is that you can have real parents, and spiritual ones. Your flesh-and-blood folks as well as the Corax who gave you your spirit egg.
+
This rite is a favorite of the Ice Stalkers, who regularly gather in groups to summon Chinook spirts to send to other Gurahl whose lands need purifying.
  
Making a spirit egg requires some hefty investment. There's got to be one spiritual parent from each breed, plus someone's got to plunk some serious spiritual gas in order to create the egg and bind it to its other half. The binding is done with a feather or human hair from the "parent" and ensures that the egg and the kid/chick stay linked until such time as the kid can handle getting a double dose of soul. If the binding breaks, it devastates the poor kid - autism is the usual response. The parent usually just goes into depression: many lose the Sun right after that sort of thing.
+
'''System:''' The Gural enters the umbra, and rolls Manipulation + Rituals to locate and summon a Chinook spirit. The difficulty of the roll depends on the level of pollition in the targeted region. A badly poisoned area, for instance, may require difficulty of 8 or higher (to a maximum of 10 for sites of nuclear waste or strong chemical toxins). No successes can mean that the rite simply fails, while a botch indicates that the performance of the rite has angered the Chinook spirit.
  
'''System:''' The Rite of the Fetish Egg is never taken lightly. For one thing, it costs 3 permanent Gnosis from the parent Corax, and that price is paid regardless of whether the rite succeeds or fails.
+
''(PGttCB p96, Gurahl BB p105)''
 +
----
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the River-Portent</font>''' - Gurahl use this rite as a means of foretelling the future. The Gurahl enacting the rite snags a fish with his claw from a stream, splits open the fish's belly and reads the omens contained within. The information gained from this rite usually pertains to the Gurahl who reads the omens and has to do with the immediate future.
  
The Rite of the Fetish Egg can only be preformed in the Umbra, and requires one witness of the breed opposite that of the Corax performing the rite. Creating a fetish egg takes three hours; binding it to the soul for which it is intended takes another one. If the rite is interrrupted at any point during this time, the Gnosis is lost and the rite fails.
+
'''System:''' After catching the fish (which should be accomplished without the use of the Fiddlefish Gift), the Gurahl rolls Intelligence + Enigmas (difficulty 8). The number of successes determines how clear and intelligible the omens and portents are.
  
The rite requires a roll against the parent Corax's permanent Gnosis (before the donation) at difficulty 6.
+
''(Gurahl BB, p105)''
 +
----
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of True Mating</font>''' - This rite, when performed, allows the Gurahl to find a suitable mate from among her kinfolk. Only Gurahl who have reached full adulthood (i.e., are no longer considered Arcas) may learn this rite, since the werebears do not believe in casual acts of procreation. To enact the rite, the Gurahl fashions a small bag into which she places a drop of her blood and a cutting of her hair. She wears this bag around her neck for three days and nights, after which the empowered bag acts as a homing beacon, pulling the Gurahl in the direction of a Kinfolk suitable for mating. (Of course, the Gurahl must woo the targeted Kinfolk naturally.)
  
 +
'''System:''' The Gurahl performs the actions described above, then her player spends a point of Gnosis and rolls Charisma + Empathy (difficulty 7). Only one success is enough to ensure the proper functioning of the rite; more successes indicate that the Gurahl has found several suitable Kinfolk.
  
''(PGttCB p82, Corax BB, p82)''
+
''(Gurahl BB, p105)''
 
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'''<font color=blue style="text-shadow: 5px 5px 8px red;">Rite of the Sun's Bright Ray</font>''' - This one's proof positive Helios is our buddy. When you do this rite, you get a heaping dose of sunshine that brightens up wherever you are. Doesn't matter if you're underground, in a bank vault, in the middle of Club Whiny Vampire - do this rite ant it's "Here Comes the Sun". And you know what the best thing about the sunlight that you can conjur up with this one? Well, yes, you can tan to it, but that's not the issue. What matter is that this sunlight hits vampires like the real thing baby. You've just gotta see the look on the face of Vlad Pretentious, Dark Prince of Mount Laurel, New Jersey when you drop a "73 degrees and sunny" grenade in his lap. It's priceless.
 
  
'''System:''' This rite has no cost, as it is a symbol of Helios' special favor toward his adopted children. All that is required is the proper steps and chants, and then a Gnosis roll (difficulty 7). The borrowed sunlight fills a volume 20 feet on a side, give or take a few, and lasts one hour for each success on the Gnosis roll. The glow remains beind even after the Corax leaves the area, which can lead to all sorts of awkward situations.
+
==Level 3==
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Finding the Ancient Cache</font>''' - This rite enables the Gurahl enacting it to locate the hidden sites of the ancient treasures of his people. Before their withdrawal during the War of Rage, the Gurahl hid many of their treasures and secrets in places deep within the earth. They bound powerful spirits to guard some of these precious items; other treasures rest under the protection of Gurahl elders who lie in the deep sleep of hibernation.
 +
 
 +
By performing this rite, a Gurahl (or group of Gurahl) gain a sense of the hidden cache's location. With each enactment of the rite, the Gurahl's knowledge of where to find the sought-for treasures become more precise. Eventually, the rite leads the Gurahl to the actual site itself and opens a gateway or passage to the hiding place. (If the ancient cache lies in the Umbra, the Gurahl must rend the Gauntlet in order to gain access to it.) Once the Gurahl has gained access to the cache, he usually has to discover the secret to opening the complicated locks which seal the actual treasure from intruders. The form this rite takes consists of an elaborate and slow dance containing movements and steps that mimic the actions of a search party.
  
''(PGttCB p82, Corax BB p82)''
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'''System:''' The player rolls Wits + Enigmas (difficulty 8 or 9, depending on how well the cache is hidden). Each success gives the Gurahl a sense of where to go to locate the desired object. The Gurahl must accumulate a total of seven successes in order to home in on the cache. The requirement usually necessitates several repetitions of the rite in order to gather enough successes. A failure simply means the rite must be performed again and that the Gurahl has come to a temporary snag in the "journey" to the Cache. A botch sends the Gurahl off in an entirely wrong direction.
 +
 
 +
''(Gurahl BB, p105)''
 
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==Level 3==
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Pure Land</font>''' -The Gurahl use this rite to purify a specific area of pollution, sickness, destruction caused by natural disasters or Wyrm-taint by reestablishing broken connection between Gaia and the damaged or tainted land. To perform this rite, a Gurahl mixes her blood with a handful of soil from the land that needs purification. She uses this paste of blood and earth to describe a line around the perimeter of the designated area. A Gurahl may cleanse as large a space as she wishes, but she pays for the cost in her own blood, taking damage in proportion to the amount of blood she spills to make enough paste to outline the area. (One square mile may be purified per Health Level of damage assumed.) A group of Gurahl may choose to perform this rite together in order to cleanse very large portions of land.
'''<font color=green style="text-shadow: 5px 5px 8px green;">Rite of the Lowered Sky</font>''' - As one of the most important functions the Corax fill is that of aerial surveillance, it only seems natural that their mirror opposites have learned a rite designed specifically to confound them. The Rite of the Lowered Sky, when performed properly, makes tracking from above impossible. In some cases, it even restricts or eliminates the possibility of flight. The Lowered Sky in question is actually a heavy bank of foul-smelling fog, exhaled from sewers, marshes, or whatever other miasmic sources are handy, a low hanging mass of slightly greenish fumes that obscures sight, fouls scent and muffles sound. When the Lowered Sky descends on a city, wise Corax fold their wings and lock their doors. It's a sure sign that there are Buzzards in the vicinity, and they're out in force.
 
  
'''System:''' The Rite of the Lowered Sky takes three full hours and the work of four Buzzards to enact. Each must spend at least a point of Gnosis; every additional point after that allows the Lowered Sky to persist for an hour. While the fog remains, all Perception rolls made by non-Wyrm creatures are at +2 difficulty. Furthermore, the stink of the fog will linger on anyone foolish enough to be out in it for a period of two to four days, making it hard to hide from anyone with a good sense of smell.
+
Ritual dances and prayers for healing (spoken in Gurahl tongue) accompany the drawing of the line to help focus the power of Gaia for the successful completion of the rite.  
  
The Lowered Sky takes an hour to coalesce, starting from the time the rite ends. During that hour, sewers, pools of standing water and other likely sources breathe forth visible vapors, which can be observed thickening into choking clouds of fog.
+
'''System:''' The players of all the Gurahl participating in the rite roll Stamina + Rituals (difficulty 8). Each Gurahl must gain at least one success for the rite to succeed.
  
''(BotW, p138)''
+
''(PGttCB p96, Gurahl BB p105)''
 
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==Level 4==
 
==Level 4==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Battle Blessing</font>''' - The Rite of Battle Blessing is one of the big 'uns, but don't expect to learn it any time soon. The only three who know this one are the members of the Morrigan, and they don't exactly go around spouting off trade secrets. I only know a little bit about how this one works, but that's scary enough for me.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Ban</font>''' - The Gurahl use this rite to prevent the spread of secrets that, if known, might cause harm to their people or their Kinfolk. The rite acts as a mental deterrent, blocking the target of the rite from communicating a specific secret in any way. Gurahl frequently use this rite on humans who have either witnessed a Gurahl change forms or on those whom the Gurahl have brought to their Dens for magical healing. The Ban keeps the subject from speaking, writing or otherwise imparting his knowledge to anyone. It does not however remove the information from the individual's mind unless coercion is used to force that person to overcome to Ban. In such a case, the pwer of the rite is such that it actually removes the sensitive information from the targeted individual's mind (a sort of mystical self-destruct mechanism).
 +
 
 +
Some Gurahl willingly undergo the Rite of the Ban if they intend to spend long periods of time in the company of humans or non-Gurahl (especially Garou). This makes certain that the Gurahl cannot inadvertently give away any secrets.
  
It seems that if the Morrigan decide they want to help one side in battle out (usually the Fianna, in case you were wondering), they haul this golden oldie out. All three fly over the battle, croaking out battle-song, and it puts the fear of Morrigu into whichever side the three ladies don't like. It's astonishing to watch - entire armies have broken and fled after hearing the chants of this rite. Mind you, this one's tough to do, and the Morrigan don't use it lightly. However, when they do uncork it, the effects are devistating.
+
In the old times, when Gurahl acted as teachers and sharers of information for other Changing Breeds, the Rite of the Ban was not necessary. Since the War of Rage, however, few Gurahl have gone into the world without having the rite performed upon them.
  
'''System:''' All three of the Morrigan must be present to perform this rite. To enact the rite, each member of the Morrigan can spend Gnosis up to her Occult rating. For each point of Gnosis spent, the victims of the rite lose one die from their dice pools so long as they remain on the field of battle. Targets can literally be reduced to zero dice by this rite.
+
The rite itself requires the Gurahl performing it to intone a hypnotic chant, stating the nature of the information the Ban is meant to protect. The soothing sounds of the chant lull the target into a state of near-slumber from which she awakens refreshed and unchanged, except for the placement of the inner prohibition of the Ban.
  
 +
'''System:''' The player placing the Ban must roll Manipulation + Rituals against the difficult of the subject's Willpower +3 (if the subject resists the rite), or against a difficult 6 (if the subject cooperates with the enactment of the Ban). This rite is effective on anyone, including Garou and other Changing breeds, vampires, mages and normal humans.
  
''(Corax BB, p83)''
+
''(PGttCB p96, Gurahl BB p106)''
 
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Memory Theft</font>''' - If a fellow Corax has repeatedly acted dumber than a box of rocks, there comes a time when you've just got to scrub out the inside of his head and hope that the next pile of garbage he accumulates between his ears is more useful. If someone does something really, really, really dumb, a bunch of the old-timers can pull this rite out of mothballs and wipe his mental hard drive - downloading all the good bits first. Whoever leads the ritual gets the core dump from the sucker, err, target, err, object of the rite. Meanwhile, the victim has his head pretty much wiped of anything more complex than "Gee, pretty flowers."
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Freed Spirit</font>''' - This dangerous rite enables a Gurahl (or a group of Gurahl) to sever the bond between a Bane and a fomor, returning the harried creature to its original, untainted state. Because of the inherent Danger to the leader of the rite, most Gurahl are extremely hesitant to perform it. In cases where a lover, companion or friend has undergone the hideous transformation into one of the fomori, this rite provides the only opportunity to rescue that individual. A fomor usually comes to this rite unwillingly, as a captive of the Gurahl who wishes to save him. The rite takes place in the Umbra, where the Bane inhabiting the fomor is clearly visible. Using a dagger consecrated to Gaia, the Gurahl performing the rite traces a mystical pattern in the air above the bound body of the fomor. This action severs the connection that binds the Bane to the human form.
 +
 
 +
'''System:''' The Gurahl and the captive fomor must enter the Umbra to enact the rite. The player must sacrifice a permanent point of Gnosis and roll Willpower (difficulty 9). Only one success is necessary for the rite to work, but the Gurahl may not spend Willpower to achieve an automatic success. If the rite fails, both the fomor and the Gurahl performing the rite die instantly. A botch results in the death of the fomor and the transfer of the Bane to the body of the Gurahl who performed the rite.
  
Actually, I'm exaggerating a little bit. The rite takes the victim back to right after First Change, meaning that there's a chance that he'll learn things properly the second time. Basic motor skills, language abilities, things like that - they generally tend to stay in place even when the rite goes really well.
+
''(Gurahl BB, p106)''
 +
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By the way, it's a good thing this rite's only available to grand poobahs of the breed. Can you imagine the hell that would break loose if Murder's Daughters got a hold of it?
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==Level 5==
 +
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Long Sleep</font>''' - With the performance of the rite, the Gurahl may place an individual nto a state of suspended animation not unlike the bear's own natural hibernation ability. While in this state, the subject does not age; bodily functions come to a stand still, and respiration drops to the absolute minimum. This rite makes it possible to sustain incapacitated individuals for an indefinite period of time, keeping them alive so that they can be healed (either naturally or magically) at a later date. Gural have used this rite to save the lives of other Changing Breeds (including the Garou) as well as humans who have experienced massive bodily trauma and cannot receive immediate attention. Use of this rite on a vampire places the creature in torpor.
 +
 
 +
'''System:''' The Gurahl sets the conditions which determine the length of the garget's slumber, usually expressed in terms such as, "Do not awaken until the eclipse of the moon," or, "Rise when the earth has completed five rotations around the sun." The Gurahl rolls Wits + Rituals (difficult of the target's Willpower). The number of successes determines the actual length of the rite. Three successes or more indicates that rite lasts according to the conditions stated in the enactment. One or two successes means that the target may not sleep for the entire period of time designated within the rite. The Gurahl sacrifices a permanent point of Gnosis to seal the rite.
 +
 
 +
''(Gurahl BB, p106)''
 +
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Fighting the Death Bear</font>''' - Whenever a Gurahl wishes to attempt to return a departed soul to its body when the individual has been dead for longer than the period of time outlined by the Gaia's Breath Gift, he may employ this dangerous rite to wrest the spirit from the lands of the dead and bring it back into the world of the living. The Gurahl first uses the Rite of Rending the Gauntlet to enter the Umbra, where he calls upon Mangi, the Death Bear, making the appropriate acts of chiminage to the Incarna before issuing a challenge for the soul of the departed.
  
'''System:''' This rite requires a small, empty wooden box, preferably painted with scenes from the target's life. At least three Corax, including the one performing the rite, must surrounding the target (who, hopefully, has been subdued or at least restrained). The box is then opened and a litany of the victim's deeds is chanted. As each event is named, the memories of that moment fly from the Corax into the box. Associated memories flee as well, until such time as the Corax mind is emptied of everything post-First Change. Note that the rite is an all or nothing proposition; one cannot use this to excise only certain memories.
+
The Gurahl then engages in Umbral combat with the Death Bear. If the Gurahl defeats Mangi in battle, he can then enter the Death Bear's realm and retrieve the lost spirit, bringing it back to its body. If the Gurahl fails to defeat the Death Bear, the rite fails and the Gurahl is cast out of the Umbra. If the Gurahl dies during the battle, the Death Bear sometimes claims the spirit of the Gurahl instead of the fallen spirit, thus enabling it to return to its body as if the rite had succeeded.
  
The Corax performing the rite must must then seal and crush the box, at which point, all the memories contained enter his mind. This is not a burden to be undertaken lightly - the Rite of Memory Theft is only performed when a Corax has done something truly horrendous, and no Corax carries around the memories of another breed's failure or crime lightly. It's one thing to know of another raven's missteps, another thing entirely to make them your own.
+
The high potential cost of this rite makes it one that the Gurahl use only rarely, and then only on other Gurahl.
  
This rite costs a point of each Gnosis, Willpower, and Rage, and lasts as long as it takes to sing all the deeds of the victim. The rite also calls for a contested Willpower roll between the Corax casting the rite and the target, though each additional Corax present lower the ritemaster's difficulty by 1.
+
'''System:''' After entering the umbra, and summoning the Death Bear, the Gurahl then challenges the totem spirit to ritual combat, using the rules for Umbral Combat outlined in Werewolf: The Apocalypse. The rite automatically fails if used on behalf of an individual who falls under the time limit for or who fails to respond to the use of Gaia's Breath. This rite does not provide a "second chance" to bring a Gurahl back to life. Instead, it provides an alternative for a werebear who has been dead too long for Gaia's Breath to be effective. As with Gaia's Breath, only one attempt may ever be made on any single creature.  
  
This rite can only be used on other Corax.
+
The statistics of the Death Bear are for the Storyteller to determine, but it should possess at least Rage 10, Gnosis 10, Willpower 10, and 100 Power
  
''(PGttCB p82, Corax BB p83)''
+
''(PGttCB p96, Gurahl BB p107)''
 
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Latest revision as of 16:55, 2 November 2019

Garou.png Garou rites

Rituals by Name · Rituals by Type
Fera rites Fera Rituals · Hengeyokai Rituals
Ajaba.png Ananasi.png Bastet.png Corax.png Gurahl.png Kitsune.png Mokole.png Nuwisha.png Ratkin.png Rokea.png
Ajaba Ananasi Bastet Corax Gurahl Kitsune Mokole Nuwisha Ratkin Rokea


Sources: PGttCB 96, Gurahl 104-107

Gurahl Rites

Level 1

  • Rites of Greeting and Leave-Taking
  • Rite of Rending the Gauntlet

Level 2

  • Rite of the Changing Moon
  • Rite of the Healing Winds
  • Rite of the River Portent
  • Rite of True Mating

Level 3

  • Rite of Finding the Ancient Cache
  • Rite of the Pure Land

Level 4

  • Rite of Ban
  • Rite of the Freed Spirit

Level 5

  • Rite of the Long Sleep
  • Rite of Fighting the Death Bear


Rank 1

Rites of Greeting and Leave-Taking - These simple rites involve a formal acknowledgement of the presence of another Gurahl. The basic rite used when one Gurahl meets another involves the use of language and body gestures that render mutual respect. Variations on the basic rite allow for meeting groups of Gurahl, encountering a werebear of higher or lower rank, entering or leaving the territory of another Gurahl, and other kinds of meetings.

System: No roll is necessary unless there is some question as to whether or not one or both of the Gurahl involved in the rite have hostile or unfriendly intentions towards the other. If this is the case, the Gurahl who wishes to keep the greeting on a friendly basis rolls Charisma + Rituals (difficulty of the target's Willpower) to ensure that the rite succeeds in averting trouble.

(Gurahl BB, p104)


Rite of Rending the Gauntlet - Gurahl have such close ties to the Earth itself that entering the Umbra requires a special rite. Unlike the Garou who can simply "step sideways", the Gurahl must physically rip a hole in the Gauntlet before they can travel beyond the confines of the physical world. In order to accomplish this feat, the Gurahl transforms into Bjornen, tears an opening into the Umbra, and steps through. The tear immediately seals itself behind the Gurahl. This action invokes the Delirium in normal humans who inadvertently come upon a Gurahl in the process of passing between worlds.

System: The player spends a point of Gnosis and rolls Charisma + Rituals versus the difficulty of the local Gauntlet. The time it takes to open the hole in the Gauntlet and pass through depends on the number of successes gained in the roll. One success means that it takes the Gurahl five minutes to enter the Umbra. Two successes shortens the time to 30 seconds, while three or more successes indicates an almost instantaneous ripping and crossing. No successes means that the Gurahl fails to tear the fabric of the Gauntlet, and he may not make another attempt until an hour has passed. A botch strands the Gurahl halfway between the two worlds. The Gurahl's affinity for the Earth makes returning from the Umbra a simple process, requiring no roll.

(PGttCB p96, Gurahl BB p104)


Level 2

Rite of the Changing Moon - These rites mark a Gurahl's passage from one auspice to another. The subject of the rite first undergoes a ritual cleansing, including a day-long fast and a ceremonial bath. At the end of her purification, she burns an item symbolic of her old auspice (i.e., a child's toy for Arcas, or a wooden spear for Uzmati). Next she adorns herself in clothing and face paint suitable to her new auspice. Finally, she presents herself before the other participants in the rite and formally states her name and (new) auspice. The other Gurahl greet her in return, again using her name and new auspice title. A celebration usually follows the formal portion of the rite.

System: No roll is necessary, but all the proper steps must be followed for the rite to "succeed".

(Gurahl BB, p105)


Rite of the Healing Winds - The Gurahl use this ceremony to cleanse the land of noxious poisons, whether in the form of gasses, liquids (such as chemical spills) or airborne virsuses and biological agents. To enact this rite, the Gurahl enters the Umbra (using Rend the Gauntlet), then summons and binds a Chinook spirit. The Gurahl then sends that spirit to the place that needs cleansing. The Chinook's purifying cold scours the land, water and air as well as creatures and vegetation, ridding them of toxins. The spirit's presence causes the temperature in the vicinity to drop up to 10 degrees, an effect which lasts for no more than 24 hours and causes no significant damage to the local flora and fauna.

This rite is a favorite of the Ice Stalkers, who regularly gather in groups to summon Chinook spirts to send to other Gurahl whose lands need purifying.

System: The Gural enters the umbra, and rolls Manipulation + Rituals to locate and summon a Chinook spirit. The difficulty of the roll depends on the level of pollition in the targeted region. A badly poisoned area, for instance, may require difficulty of 8 or higher (to a maximum of 10 for sites of nuclear waste or strong chemical toxins). No successes can mean that the rite simply fails, while a botch indicates that the performance of the rite has angered the Chinook spirit.

(PGttCB p96, Gurahl BB p105)


Rite of the River-Portent - Gurahl use this rite as a means of foretelling the future. The Gurahl enacting the rite snags a fish with his claw from a stream, splits open the fish's belly and reads the omens contained within. The information gained from this rite usually pertains to the Gurahl who reads the omens and has to do with the immediate future.

System: After catching the fish (which should be accomplished without the use of the Fiddlefish Gift), the Gurahl rolls Intelligence + Enigmas (difficulty 8). The number of successes determines how clear and intelligible the omens and portents are.

(Gurahl BB, p105)


Rite of True Mating - This rite, when performed, allows the Gurahl to find a suitable mate from among her kinfolk. Only Gurahl who have reached full adulthood (i.e., are no longer considered Arcas) may learn this rite, since the werebears do not believe in casual acts of procreation. To enact the rite, the Gurahl fashions a small bag into which she places a drop of her blood and a cutting of her hair. She wears this bag around her neck for three days and nights, after which the empowered bag acts as a homing beacon, pulling the Gurahl in the direction of a Kinfolk suitable for mating. (Of course, the Gurahl must woo the targeted Kinfolk naturally.)

System: The Gurahl performs the actions described above, then her player spends a point of Gnosis and rolls Charisma + Empathy (difficulty 7). Only one success is enough to ensure the proper functioning of the rite; more successes indicate that the Gurahl has found several suitable Kinfolk.

(Gurahl BB, p105)


Level 3

Rite of Finding the Ancient Cache - This rite enables the Gurahl enacting it to locate the hidden sites of the ancient treasures of his people. Before their withdrawal during the War of Rage, the Gurahl hid many of their treasures and secrets in places deep within the earth. They bound powerful spirits to guard some of these precious items; other treasures rest under the protection of Gurahl elders who lie in the deep sleep of hibernation.

By performing this rite, a Gurahl (or group of Gurahl) gain a sense of the hidden cache's location. With each enactment of the rite, the Gurahl's knowledge of where to find the sought-for treasures become more precise. Eventually, the rite leads the Gurahl to the actual site itself and opens a gateway or passage to the hiding place. (If the ancient cache lies in the Umbra, the Gurahl must rend the Gauntlet in order to gain access to it.) Once the Gurahl has gained access to the cache, he usually has to discover the secret to opening the complicated locks which seal the actual treasure from intruders. The form this rite takes consists of an elaborate and slow dance containing movements and steps that mimic the actions of a search party.

System: The player rolls Wits + Enigmas (difficulty 8 or 9, depending on how well the cache is hidden). Each success gives the Gurahl a sense of where to go to locate the desired object. The Gurahl must accumulate a total of seven successes in order to home in on the cache. The requirement usually necessitates several repetitions of the rite in order to gather enough successes. A failure simply means the rite must be performed again and that the Gurahl has come to a temporary snag in the "journey" to the Cache. A botch sends the Gurahl off in an entirely wrong direction.

(Gurahl BB, p105)


Rite of the Pure Land -The Gurahl use this rite to purify a specific area of pollution, sickness, destruction caused by natural disasters or Wyrm-taint by reestablishing broken connection between Gaia and the damaged or tainted land. To perform this rite, a Gurahl mixes her blood with a handful of soil from the land that needs purification. She uses this paste of blood and earth to describe a line around the perimeter of the designated area. A Gurahl may cleanse as large a space as she wishes, but she pays for the cost in her own blood, taking damage in proportion to the amount of blood she spills to make enough paste to outline the area. (One square mile may be purified per Health Level of damage assumed.) A group of Gurahl may choose to perform this rite together in order to cleanse very large portions of land.

Ritual dances and prayers for healing (spoken in Gurahl tongue) accompany the drawing of the line to help focus the power of Gaia for the successful completion of the rite.

System: The players of all the Gurahl participating in the rite roll Stamina + Rituals (difficulty 8). Each Gurahl must gain at least one success for the rite to succeed.

(PGttCB p96, Gurahl BB p105)


Level 4

Rite of Ban - The Gurahl use this rite to prevent the spread of secrets that, if known, might cause harm to their people or their Kinfolk. The rite acts as a mental deterrent, blocking the target of the rite from communicating a specific secret in any way. Gurahl frequently use this rite on humans who have either witnessed a Gurahl change forms or on those whom the Gurahl have brought to their Dens for magical healing. The Ban keeps the subject from speaking, writing or otherwise imparting his knowledge to anyone. It does not however remove the information from the individual's mind unless coercion is used to force that person to overcome to Ban. In such a case, the pwer of the rite is such that it actually removes the sensitive information from the targeted individual's mind (a sort of mystical self-destruct mechanism).

Some Gurahl willingly undergo the Rite of the Ban if they intend to spend long periods of time in the company of humans or non-Gurahl (especially Garou). This makes certain that the Gurahl cannot inadvertently give away any secrets.

In the old times, when Gurahl acted as teachers and sharers of information for other Changing Breeds, the Rite of the Ban was not necessary. Since the War of Rage, however, few Gurahl have gone into the world without having the rite performed upon them.

The rite itself requires the Gurahl performing it to intone a hypnotic chant, stating the nature of the information the Ban is meant to protect. The soothing sounds of the chant lull the target into a state of near-slumber from which she awakens refreshed and unchanged, except for the placement of the inner prohibition of the Ban.

System: The player placing the Ban must roll Manipulation + Rituals against the difficult of the subject's Willpower +3 (if the subject resists the rite), or against a difficult 6 (if the subject cooperates with the enactment of the Ban). This rite is effective on anyone, including Garou and other Changing breeds, vampires, mages and normal humans.

(PGttCB p96, Gurahl BB p106)


Rite of the Freed Spirit - This dangerous rite enables a Gurahl (or a group of Gurahl) to sever the bond between a Bane and a fomor, returning the harried creature to its original, untainted state. Because of the inherent Danger to the leader of the rite, most Gurahl are extremely hesitant to perform it. In cases where a lover, companion or friend has undergone the hideous transformation into one of the fomori, this rite provides the only opportunity to rescue that individual. A fomor usually comes to this rite unwillingly, as a captive of the Gurahl who wishes to save him. The rite takes place in the Umbra, where the Bane inhabiting the fomor is clearly visible. Using a dagger consecrated to Gaia, the Gurahl performing the rite traces a mystical pattern in the air above the bound body of the fomor. This action severs the connection that binds the Bane to the human form.

System: The Gurahl and the captive fomor must enter the Umbra to enact the rite. The player must sacrifice a permanent point of Gnosis and roll Willpower (difficulty 9). Only one success is necessary for the rite to work, but the Gurahl may not spend Willpower to achieve an automatic success. If the rite fails, both the fomor and the Gurahl performing the rite die instantly. A botch results in the death of the fomor and the transfer of the Bane to the body of the Gurahl who performed the rite.

(Gurahl BB, p106)


Level 5

Rite of the Long Sleep - With the performance of the rite, the Gurahl may place an individual nto a state of suspended animation not unlike the bear's own natural hibernation ability. While in this state, the subject does not age; bodily functions come to a stand still, and respiration drops to the absolute minimum. This rite makes it possible to sustain incapacitated individuals for an indefinite period of time, keeping them alive so that they can be healed (either naturally or magically) at a later date. Gural have used this rite to save the lives of other Changing Breeds (including the Garou) as well as humans who have experienced massive bodily trauma and cannot receive immediate attention. Use of this rite on a vampire places the creature in torpor.

System: The Gurahl sets the conditions which determine the length of the garget's slumber, usually expressed in terms such as, "Do not awaken until the eclipse of the moon," or, "Rise when the earth has completed five rotations around the sun." The Gurahl rolls Wits + Rituals (difficult of the target's Willpower). The number of successes determines the actual length of the rite. Three successes or more indicates that rite lasts according to the conditions stated in the enactment. One or two successes means that the target may not sleep for the entire period of time designated within the rite. The Gurahl sacrifices a permanent point of Gnosis to seal the rite.

(Gurahl BB, p106)


Rite of Fighting the Death Bear - Whenever a Gurahl wishes to attempt to return a departed soul to its body when the individual has been dead for longer than the period of time outlined by the Gaia's Breath Gift, he may employ this dangerous rite to wrest the spirit from the lands of the dead and bring it back into the world of the living. The Gurahl first uses the Rite of Rending the Gauntlet to enter the Umbra, where he calls upon Mangi, the Death Bear, making the appropriate acts of chiminage to the Incarna before issuing a challenge for the soul of the departed.

The Gurahl then engages in Umbral combat with the Death Bear. If the Gurahl defeats Mangi in battle, he can then enter the Death Bear's realm and retrieve the lost spirit, bringing it back to its body. If the Gurahl fails to defeat the Death Bear, the rite fails and the Gurahl is cast out of the Umbra. If the Gurahl dies during the battle, the Death Bear sometimes claims the spirit of the Gurahl instead of the fallen spirit, thus enabling it to return to its body as if the rite had succeeded.

The high potential cost of this rite makes it one that the Gurahl use only rarely, and then only on other Gurahl.

System: After entering the umbra, and summoning the Death Bear, the Gurahl then challenges the totem spirit to ritual combat, using the rules for Umbral Combat outlined in Werewolf: The Apocalypse. The rite automatically fails if used on behalf of an individual who falls under the time limit for or who fails to respond to the use of Gaia's Breath. This rite does not provide a "second chance" to bring a Gurahl back to life. Instead, it provides an alternative for a werebear who has been dead too long for Gaia's Breath to be effective. As with Gaia's Breath, only one attempt may ever be made on any single creature.

The statistics of the Death Bear are for the Storyteller to determine, but it should possess at least Rage 10, Gnosis 10, Willpower 10, and 100 Power

(PGttCB p96, Gurahl BB p107)