Difference between revisions of "Draft expanded renown"
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Revision as of 22:48, 11 May 2019
Type | Roll | Difficulty |
---|---|---|
Kuasha | Cha + Rituals | 6 |
Moon | Manipulation + Rituals | 9-moon phase |
Need | Wits + Rituals | 7 |
Taghairm | Charisma+Rituals | 7 |
Astrological | See Ritual System | Varies |
Minor | None | None |
Contents
Kuasha Rites
Level 1
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Level 2
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Level 3
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Level 4 |
Level 5 |
Rank 1
Dedication Rite - 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 Chatro 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.
(Werewolf: Revised, p 160)
Rite of Contrition - As the Garou Accord Rite: Rite of Contrition. - The difficulty level of the rite equals the Rage of the target spirit or shifter. A single success suffices for a gracious apology, but it may not be enough to mend friendships or forgive grievous errors. The more successes, the greater the wrong that can be forgiven. Shifters who refuse to recognize a Rite of Contrition are looked upon badly by elders. Most spirits will always accept a well-performed rite. This effect lasts until the Bastet performs another action that could harm or insult the other.
(Werewolf: Revised, p157)
Speaking the Name - Names have Power, thus all Bastet change their birth names to new titles during their First Year. This rite, performed by the Tekhmet and the Kuasha together, "seals" that new name and makes it part of the cat. Traditionally, the Swara mark this rite (and the apprentice) with a ceremonial tattoo, usually across the initiate's chest. The Balam often pierce the newcomer's lip, earlobe, or nostrils with a jeweled plug. Simba and Khan mark the rite with a hunt, usually of a human target, in which the initiate tastes the blood of her first kill as a Bastet. Pumonca and Qualmi send their kits on short vision quests, take them to sweat lodges or offer them ordeal rituals like the Sioux sun dance, while the Ceilican bless their new members in old faerie rings. The more ceremonial Bagheera and the Bubasti perform elaborate and formal rites to welcome their offspring; these rituals, which might take as long as a day to complete, often involve two or more elders who have been invited to attend.
System: Aside from a standard roll, a new name and the ritual needs of tribal ceremonies, the rite requires nothing special.
(Bastet BB, p118)
Level 2
Rite of Recognition - To be accepted into a new Rank, a Bastet must perform this rite before the spirits, his peers, or Both. Like many werecat rituals, this ceremony can be done by a solitary cat, and it often is. A Balam in the wilderness doesn't have to travel to the nearest Taghairm to be recognized - the spirits will carry tales of his deeds to other cats.
To petition for a new Rank, the cat stands in a circle prepared for the rite with herbs and, if possible, trophies of his achievements. Speaking the ritual phrases, he recites his deeds, relates his accomplishments since attaining the last Rank, and demands to be recognized for what he has done. If he succeeds, the others agree and declare his new standing; if not, they tell him why they're dissatisfied and deny his petition. These reasons can range anywhere from a lack of progress to bad politics. The Bastet may only perform this rite once per season.
System: In addition to the usual rite roll, the cat must either make a good impression (either Charisma or Manipulation +either Enigmas, Etiquette, Expression, Leadership, Occult, or Politics, depending on the cat, his audience, and the case he's trying to make.) The difficulty for this role often depends on what the cat has done in the past, and how he stands in the eyes of his jury. Unless the werecat does something truly striking between attempts, the rite rises in difficulty each time it's failed, then repeated. Neither the cats nor the spirits respect a lose.
(Bastet BB, p119)
Passing the Yava - These secrets contain the seeds of survival or destruction for the entire tribe. Passing them on to a youngster is a sign of the utmost trust and pride. Imagine handing a loaded gun to your child and telling him to shoot at a target behind your head; that's the kind of importance the Yava convey. They're not passed on lightly, or to fools. Thus this exchange, often the last rite between a kit and her mentor, is deeply important.
This ritual, traditionally performed at dusk, involves a recitation of the three secrets, a reminder of their importance, and an admonishment to keep them safe. The Kuasha informs her apprentice that some day he too will pass on the Yava, and that his judgement will reflect the future of the tribe. To betray the trust, even under torment, is the worst crime a Bastet can commit. Before this rite is performed, the mentor scans the area for spirits or other eavesdroppers. If the area is clear, the secrets are then passed between elder and kit. Afterward, the two spend their last night together and part ways at dawn. Although they may very well remain friends, the First Year has ended. The kit is on his own.
System: Although the kuasha traditionally checks and secures the ritual site before beginning the rite, this ceremony requires no special materials.
(Bastet BB, p119)
Level 3
Kuasha Degree - With this rite, a teacher passes on the secrets of her teaching, so that the pupil may become a kuasha. Normally the Degree must be uncovered through the "proper channels" - that is, the secrets of the rite must be dig out of a series of mentors, contacts, and friends, then pieced together. An especially apt Tekhmet might impress her mentor so well that he passes on everything she needs to know before her apprenticeship ends; it's rare, but it has been known to happen.
The Kuasha Degree contains all the rites, advice, secrets, and preparations a Bastet needs in order to take a pupil and confers the rite to do so. Even so, the elder usually cautions her kit to take a bit of time to see the world for himself before he begins teaching someone else about it. Taking a kit means responsibility; most Kuashas stress that their pupils must run free for a while before taking on such a burden. At the end of the ritual, the mentor invests her student with the power to take a student of his own and advises him to do so carefully.
In the Degree, a Bastet learns how to find Taghairms, how to petition spirits, how to find a new-changed Bastet and how to chastise him for doing wrong. it relates the responsibilities and rites the mentor receives under Bastet law, and offers a lot of common wisdom about the feeding and caring of a kit. The Yava is not passed on through this rite - that requires its own rite. The Bastet has been taught how to pass on the tribal secrets, but isn't told what they are until the mentor and student part ways.
System: The rite takes six hours, often longer. Aside from making time to talk and having the freedom to do so, this rite doesn't require special preparations.
(Bastet BB, p120)
Moon Rites
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level 1
Rite of Warding - A simple precaution taken around any site of importance, this rite is typically performed before the guests for a Taghairm arrive. By calling up spirits, securing the corners and entrances of the site and charging the safety of the area to Seline, the Bastet sets up an "alarm system" which bars the site against lesser intrusioons and alerts the ritespeaker against greater ones.
System: By spending a Gnosis point, the ritespeaker ties herself to the place for the duration of the Warding. This Warding continues for one hour per success unless the ritespeaker either leaves the area or dismisses the guard. For as long as it lasts, any non-Bastet who enters the area triggers a mystic feeling of unease; the ritespeaker will not know exactly who or what the culprit is, but she'll know something isn't right. Intruders cannot enter a warded site at all without succeeding in a Willpower roll (difficulty is 5+the caster's successes) - the energies of the place simply drive them away for no explicable reason. Even spirits cannot pass through a warded area without alerting the ritespeaker.
(PGttCB p75, Bastet BB p121) ---
Level 2
Rouse the Sleeping Spirit - As the Garou Mystic Rite: Rite of Spirit Awakening. - The Bastet must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it. This rite doesn't work on sentient beings such as humans. Such individuals are already as "awakened" as they're going to get.
(Werewolf: Revised, p161)
Rite of Summoning - As the Garou Mystic Rite: Rite of Summoning. - The Bastet must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A cat already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine the target numbers from the following chart:
Difficulty | Spirit Type |
---|---|
4 | Gaffling |
5 | Jaggling |
7 | Totem Avatar |
8-9 | Incarna |
10 | Celestine Avatar |
For each hour the Bastet spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:
Successes | Effect |
---|---|
1 | Spirit comes eventually and is initially hostile |
2 | Spirit manifests quickly, but is initially hostile |
3 | Spirit comes immediately and is neutral |
4 | Spirit comes immediately and is passively benign |
5 | Spirit comes immediately and is friendly |
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit - or even Banes - in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Bastet who attempts to summon a specific spirit will have no chance of success. At other time, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.
(Werewolf: Revised, p161)
Level 3
Binding the Spirit-Fetish - As the Garou Mystic Rite: Rite of the Fetish. - See the Fetish Rules Page for how to create a Fetish.
(Werewolf: Revised, p161)
Rite of Claiming - This mystic secret proclaims the foundation, or transferal of a Den-Realm. To do this, a Bastet travels across his territory on foot, marking the bounderies with scratches, urine and other forms (graffiti, incantations, blood, etc.) When the circuit is completed, the werecat performs the rite in the place where he began, and binds himself to the essence of the place. From then on, the area is his Den-Realm, and he may do what he wants within it.
Occasionally, Den-Realms exchange hands; some upstarts take the lands from dying elders, while others reveive old friends' territory for safekeeping. This rite is still essential to becoming one with the land; until it's performed by the new owner, it's just another hunting ground. Sometimes, a dying elder will pass the rite along to the newcomer as a gesture of respect. If the Den-Realm has been ripped from her hands, however, the old owner's not likely to help the thief. Although Den-Realms may be expanded by performing this rite again, no werecat can keep more than one seperate Realm. Fewer still would give up their lands without a fight. The Den-Real is the cat's true home, and until she dies, it remains a part of her.
System: Standard roll; the rules for Den-Realms can be found in Backgrounds.
(Bastet BB, p121)
Level 4
Eater of the Dead - The Bubasti alone command this rite, a vile punishment reserved for oathbreakers among their tribe and thieves from outside it. By calling to Sobk, the Egyptian crocodile lord, an elder Bubasti sends the soul of the offender into a labyrinthine spirit realm deep within the ground. Here (they say), the victim is stalked by Sobk, who pursues him, corners him, judges him and may consume his soul.
Once a transgressor is caught, the shadowcats bind him for the rite. During the ritual, the offender's tongue is ripped out, his eyes are seared and his ears are plugged up. Special wrappings, prepared in sandalwood oil and honey, are wound around the cat from toes to forehead. Then his head is struck off, followed by his limbs, and the whole mess is burned in an ofen prepared for the rite. This ceremony, horrifying in itself, sends the cat's soul to the tunnels of Sobk to be judged.
The chase begins as the cat, now whole again, rips out of his bandages and flees into the tunnels. The Eater of the Dead pursues the soul for what seems like weeks, untill he finally corners the cat. Biting off each limb in turn, he judges the soul on a golden scale. If the punishment so far is ruled enough, the soul is freed to its final journey. If Sobk doesn't like what he sees, he devours the offender forever.
System: Standard roll, plus a Gnosis point and the preparations mentioned above. Rather than joining his Ancestor spirits, a truly unworthy victim's essence is gone for good. Tales of this gruesome rite keep other cats very far away from Bubasti affairs.
(Bastet BB, p121)
Level 5
Call the Four Winds - Cats are renowned masters of the weather. While many Gifts reflect this talent to a small degree, call the Four Winds affects weather patterns across whole sections of a country.
Unlike many rites, the Call demands the presence of five Bastet. One leader, the ritespeaker, decides what changes to request and begins the ritual. The others take the roles of the four corners of the earth and invoke the powers of each of them in turn. The ritespeaker acts as a center, and stands amid the others in a prepared circle, channeling their power. As the rite progresses, the power builds until the circle is swept through with elemental force. Spirits swirl, screaming past the ritespeaker, who sends them up into the sky to bind the clouds and invoke the werecats' will. In time, storms gather or disperse, rain comes, winds rise, blizzards begin, tempests rage or calm... A whole range of weather effects, from dust storms to squalls, can be evoked with a pride of cats, this rite, and a knowledgeable leader.
System: The exact effects of the Call are left to the Storyteller. These should depend on the wishes of the ritespeaker, the successes she rolls, the local climate, and the dictates of the story. A severe weather front will be harder to raise or disperse than a subtle shift, and a long lasting change will be harder to affect than a brief storm. Unseasonal patterns, like blizzards in summer, should be considered difficulty 9 or 10, but may be possible if the story allows.
(Bastet BB, p121)
Rite of the Nine Lives - The secret knowledge granted by Seline to the wisest of her children allows them to literally return from the dead. This rite, which may only be performed once in a werecat's life, allows her to return from the dead as many as eight times before her spirit departs for good.
To begin, the werecat sets aside a ritual space outside and calls upon Seline's favor. After mixing a bit of blood, water, spit, and fur in a bowl, she holds the bowl up to the moon and chants the rite. Once finished, she drinks the broth and hopes for the best. Seline will be the final judge as to whether the cat survives her death or not
System: Standard roll, plus two Gnosis points. This rite can be performed only once, and the success of it remains uncertain until something kills the werecat. If successful, the Bastet recovers from her death; her spirit remains in the body and wills it to return to health. Depending on how she perishes, this may take some time. A Bastet who's "merely" mauled will return in a day or two. If she falls off a 40-story building, it may take a week to recover. A really nasty demise, like immolation or entombment, may take her weeks to confound. The recovery process is slow and painful - a Bastet who had been skinned to death may wish she had stayed dead before she heals completely. As you can imagine, a werecat who returns from death has some serious scores to settle upon her return...
Once the cat lives again in all senses of the word, she may still face difficulties. If she was buried, she'll have to dig herself out. This may kill her a second time before she can escape. Dismemberments do not prevent resurrection - some gruesome tales speak of werecats who were hanged, drawn and quartered, only to drag their limbs from their crossroads graves to rejoin somewhere in the middle. Once recovered, the werecat loses one permanent point each from her Rage, Gnosis, and Willpower. These points may never be regained; hence a Simba who has died eight times finishes his life with a maximum of two dots in each of these traits. Any part of the cat that is destroyed (see below) is lost forever; resurrected cats often lose limbs or retain other disfigurements. Aside from that, the werecat is her old self (though some deaths leave permanent emotional and psychological scars).
Naturally, some deaths cancel out even this arcane secret. If a Bastet dies in one of these ways, she wont come back, and must face her fate like the rest of Gaia's children.
- Total destruction of the body (cremation, dissolution in acid or toxic waste, wood-chipper shredding, etc.)
- Natural death by old age
- Death in some outer Realm (the Deep Umbra, a Horizon Realm, an Umbra world, etc)
- Imprisonment of the soul (through some forms of magic, or through soul-pacts or annihilation)
- The vampiric Embrace
(Bastet BB, p121)
Wishing Waves - By yowling, spitting and dancing around a lake or sea, a werecat can stir the surface into waves. Ceilican who drowned their enemies this way gave rise to tales of witches who danced with cats to create storms at sea. Although this tribe claims to have originated the Rite, the Bubasti say otherwise. In their stories, Bast herself taught her children to wreck invaders on the Nile, and supposedly used it to punish Pharaoh Snefru II, who persecuted her kind.
System: This rite must be performed on a cliff or beach overlooking the sea. To begin the tempest, each player makes the standard roll and spends two Gnosis points. If more than one cat performs the rite, all their successes are added together. Each blood-Kinfolk present adds an additional success to the total. One roll is made for each hour spent dancing, at successively higher difficulties; each new roll costs an additional two Gnosis points and a point of Willpower. The turbulence extends out for one mile for every Bastet participating in the rite, and dies down an hour or so after the dance ends.
The severity of the storm depends on the successes gathered; obviously most Bastet perform this rite as an extended roll, accumulating successes until they reach the desired effect. Each success level makes the waves a bit more powerful: 1 or 2 to create choppy little waves, 3 to 5 turn the water rough, 6 to 8 create trouble for small craft, 9 to 10 make sailing difficult for large boats, almost impossible for small ones. 10 to 15 can capsize anything smaller than an old sailing ship, although large vessels remain unmoved. 15 to 20 can create problems for freighters and small navy ships, while 21 or more can swamp large warships and tankers. The waves often spill across the shore, and might threaten the dancing cats before the rite is finished.
(Bastet BB, p122)
Need Rites
Level 1
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Level 2 |
Level 3
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Level 4
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Level 5 |
Level 1