Glass Walker Tribe Rites

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"I know what you're thinking, 'cause right now I'm thinking the same thing. Actually, I've been thinking it ever since I got here: Why oh why didn't I take the BLUE pill?"
Cypher - "The Matrix"

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Tribe Rites

Level 2

  • Memorial Day
  • Promethean Daze

Level 3

  • The Little Rite


Level Two

Memorial Day (Seasonal)

Source: WW3856 - Glass Walkers Revised p. 81

Description: Though we belong to many nations, the only one that counts in our hearts (for most of us) is the nation of Gaia and the Garou. Every nation has a day to honor its fallen in war, and on that day, we honor ours. At dawn on Memorial Day (which, by the way, varies from country to country; we observe similar holidays in every land), every Glass Walker in the city gathers in the Hall of Honor. It's similar to the Grave of the Hallowed Heroes, but is kept within a caern only if that's our only caern within the city. In the Hall is a record of the name of every Glass Walker in the city that died serving Gaia or Cockroach. Sometimes it's a dedicated computer with a touch screen monitor, other times a more dignified statue or engraved marble wall serves. During the rite we add any new names to the record and then call a spirit of the city into the Hall. In exchange for a favor, the spirit agrees to keep the Hall, and by symbolic extension the souls of the fallen, safe for another year. May they rest in peace.

System: The ritemaster rolls Wits + Rituals (diff 6). If the roll is successful the spirit agrees to guard the Memorial Hall for a year. If the roll is botched, the spirit attacks all those gathered.




Promethean Daze (Seasonal)

Source: WW3856 - Glass Walkers Revised p. 81

Description: At first glance, this rite appears almost generic. A week of feasting and cleansing isn't unique to the Glass Walkers. But look at when we hold it, and the reason behind the rite becomes clearer. The Promethean Daze happens right at the end of the year, along with human celebrations like Christmas, Kwanzaa, Chanukah, and, of course, the New Year. We're often called the "tribe of Man" and this rite certainly gives some weight to the moniker. This rite breaks down into two parts. The first part is marked by gluttony, and as a result tends to take up most of the week. We eat, drink, fight, and make love (to Kinfolk, in theory) to our hearts' content. During that time, we supposedly work to throw off our limitations. It all happens through conversations, old grudges break down over wine and dinnertime conversations find an informality that lets us find simpler ways of operating.

System: The ritemaster rolls Wits + Rituals, difficulty 7. If a simple success is achieved, all participating Garou recover all Willpower to face the new year.


Level Three

The Little Rite (Seasonal)

Source: WW3856 - Glass Walkers Revised p. 81

Description: Another way we keep our ties to Cockroach is through the ironically named "Little Rite," which is held on the 15th of March every year. Why the Ides of March? Maybe to remind ourselves not to get above our station like the Roman conspirators, since this rite honors all the things that we forget, but can't live without. Whether it's Cockroach and his tiny children, the machines that make us coffee and keep our juice cold, or the paperboy who never gets a word of thanks; we dedicate this day to keeping our relationships with others pure. To that end, we give gifts. We dump whole sacks of powdered sugar onto our kitchen floor overnight for the cockroaches, or spend time listening to the binary chatter of Net-spiders, or tip the boy a few hundred bucks. Septs often celebrate the Little Rite together as well with a massive gift to the minimum wage workers in the mail room below the caern, or with an all-out assault on the Banes in a Net-spider nest so that the thing is entirely clean. However we do it, the Little Rite makes sure that we don't forget anything or anyone. The city is made up of details, and forgetting any one of them is dangerous.

System: At the end of the gift-giving, the challenge is made. With success, the caern totem grants blessings related to the gifts given -- a well-tipped trashman may mean better relations with trash-spirits or money-spirits, while a generous donation to a church may result in a potential place of refuge. The Storyteller should come up with appropriate blessings based on the gifts given, the amount of thought put into the effort, and any roleplaying -- this should not be a gimme for greedy players, and if the caern totem believes that the gifting and prayers were grudgingly given or insincere, the totem should respond in kind.


Camp Rites

Level 1

  • Bonding Rite
  • Rite of Growth


Level One

Camp Dies Ultimae Rite

Bonding Rite (Renown)

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.




Camp City Farmers Rite

Rite of Growth (Mystic)

Source: WW3856 - Glass Walkers Revised p. 82

Description: This rite is a remarkable backup measure for traditional City Farmers, allowing them to cause plants to grow in strange locations. The plants do not grow unusually quickly, but can grow in plastic, concrete or other unusual places, drawing nutrients from the source. Three Garou are needed to make this rite work. The ritemaster makes and indentation in the surface using a claw, and plants the seed of the plant into it. The three then hold hands in a triangle around it, kneeling, and request the spirit of the material that it nurture and care for the plant. If the spirit agrees, a small green shoot will appear immediately.

System: Success on this rite means the plant survives for a month, growing at a normal rate. Afterward, it requires water and care like any other plant.