Werewolves, Claimed, and Other Shapeshifters

   
Werewolves, Claimed, and Other Shapeshifters

Rakesh Morgan
Madboy Morgan

Type: Werewolf
Affiliation: Guardians of the Veil, Harbingers
Cabal: The Mortlake Division
Tribe: Bone Shadow
Auspice: Ithaeur
Born: 1975



Virtue: Clever
Vice: Curious
Long-Term Aspiration: To uncover the occult secrets of London

Background: Everyone needs a hobby. Rakesh Morgan's hobby just so happens to involve being chased by death-spirits through abandoned houses near London on a regular basis.

It began in high school. Rakesh was always one of the 'weird kids', a lonely, quiet boy with all the charisma and force-of-personality of a baby rabbit. He sat in the back, rarely spoke up in class, and made no friends. Even the bullies eventually left him alone, after learning that the scrawny, weedy kid was capable of fighting with a wild abandon, on one notable instance having to be pulled off another child.

It didn't help that Rakesh was also smart, as in near-genius. His parents, a Welsh construction worker and a British Indian waitress, failed to understand his proclivities completely. His father would take him to see the football game, Rakesh would only dream of when he could get home and do something interesting, like read a book. Books were Rakesh's only friends for most of his childhood. And what books they were, the grimmer and darker the better. For somewhere in Rakesh there was a morbid streak a mile long, the product of an upbringing in which meaningful human contact was difficult.

By the time he was accepted into King's College London on a scholarship, Rakesh had taken to haunting the British Museum and other prominent libraries. He read The Witch-Cult in Western Europe by the anthropologist Dr. Margaret Murray, and Aleister Crowley's The Book of Lies. Occult and peculiar history was his hobby, something mystical and exciting to get away from an otherwise humdrum existence.

King's College was the young man's saving grace. His intellect was for once appreciated, and pretty soon Rakesh was heavily enrolled in the anthropology and social history courses. He completed a Bachelors and began to work towards a Masters in Anthropology, and after several summers of volunteering and working part-time for the National Trust, Rakesh had a job lined up with them after he graduated. In short, everything was finally beginning to look up.

Then came the First Change. At first, Rakesh thought he was going mad. He would walk to the Tube station and spot Ankou, the proto-Grim Reaper of the Breton myths, standing behind a sickly-looking girl on the train. He'd gaze out across the street from his apartment window, and on a distant branch is an owl the size of a man, with skulls emblazoned on its feathers. For most werewolves, the First Change is a whirlwind of confusion and ignorance, but for Rakesh, it was a flood of nightmarish understanding. He saw things he'd only read about, things which were not, could not be real.

But if they weren't, then what was he seeing? Had the world gone mad, or just Rakesh Morgan?

It was on a snowy night in January. The crescent moon was high in the night sky, and Rakesh was trudging home after a long day of studying. When Rakesh looked up to check the color of a light, he was confronted with a horseman in archaic armor, clutching a spear that dripped spectral blood. Rakesh backed away, turned and ran from this hideous apparition, only to find a great black dog, the size of a pony, blocking the way behind him. Rakesh thought true madness was here, and he ran again, but each way he turned, but the death spirits that had hovered near Rakesh for so many years were not so easily dissuaded. Again Rakesh was blocked, and once more, and then something... snapped.

Rakesh's was not a happy change, but few are. When the local Forsaken finally found him, some hours later, he was in a cemetery, smashing headstones with one might blow after another. They took him in and calmed him down, and from that day forward, Rakesh Morgan became one of the Forsaken. After his First Change display, there really wasn't any question of tribe. Rakesh was one of the Bone Shadows, as ordained a choice as could be imagined.

In a way, Rakesh was fortunate. Though the First Change would haunt his nightmares for years afterwards, it did not touch his family and friends. Rakesh may have thought he was going insane, but he was a private man, and kept it to himself. When the First Change occurred, it was far away from home or work, and though Rakesh committed several thousand euros worth of vandalism and a fair bit of desecration, there was no blood on his claws. The fact that Rakesh periodically woke up in a cold sweat, sure that Ankou was coming for him, seemed a small price to pay.

Since then, Rakesh has somehow managed to maintain both his life as Rakesh Morgan and Madboy Morgan the Werewolf, largely by means of having lots of luck, a mental detachment that can periodically border on the sociopathic, and the fact that he is just really unimpressive. As Rakesh Morgan, he finished his masters degree in anthropology, and went to work for the National Trust, a British charity organization concerned with the historical preservation of old buildings and otherwise culturally or ecologically significant locations. Rakesh was their man to find such places, evaluate them on their historical worthiness (the National Trust, though a very wealthy charity by most standards, still does not have unlimited resources), and make plans for restoration and preservation.

At the same time, Madboy Morgan the Werewolf is the local brainiac and budding ritemaster. In his quiet and unnoticed way, Rakesh has settled into the local pack, and has set himself the personal task of learning everything about the spirit world that can possibly be known. Already, it's generally admitted that when it comes to spirit-lore, Rakesh is as good as some Ithaeur close to twice his age. Moreover, the scrawny fellow is also pretty good to have in a brawl, fighting in a manner more reminiscent of a rabid weasel than a full werewolf. Not particularly glorious, pretty effective.

What few realize is that Rakesh's skill at understanding the spirit-world is in large part a result of his anthropological training. Rakesh applies the rigors of modern research techniques to the legends of the Uratha, and though Rakesh admits that he'll never become a true anthropologist (at least, not unless he snags another scholarship), he can put it to pretty good work cataloguing the world of the Shadow. Of course, there's a downside. Treating the Uratha as research subjects has disassociated Rakesh from them, and though he knows in his brain that he is one of them, in his heart he's still Rakesh Morgan, not Madboy Morgan the Werewolf. This is a problem that probably only age and experience will rectify, though its unlikely that Rakesh will ever ascend to the heights of Harmony.

Recently, Rakesh was fired from his job from the National Trust after he was caught grave-robbing, and these days he runs an antique store and website, www.Morganantiques.com, which is enough to let him eat regularly. He's also left his pack over a falling out.

On first impression, Rakesh is a weed. On second impression, Rakesh is a slightly creepy weed. All his life, Rakesh has been an unprepossessing person, a mild-mannered young man with a nervous smile and a soft voice. It wasn't that people disliked Rakesh, they just tended to ignore him and forget him. Since the First Change, to this naturally unimpressive exterior has been added a slight edge, like that of a wolf on the prowl, an aura of barely suppressed violence that most people find unnerving. Considering that he's also a half-Indian man in War on Terror era London, and Rakesh gets asked for his passport and subjected to more than his share of searches, despite the fact that his accent is purest London. Still, to those who know him, Rakesh seems a mild and unassuming man.

This is rubbish. Behind Rakesh's forgettable facade lies a formidable and rather bitter intellect. The companionship of King's College, the National Trust, and the Uratha hasn't quite worn away the bitter misanthropy that emerged during Rakesh's school days, when he felt himself the sole man of the mind amongst a sea of dumb brutes. Though much softer and more pleasant than he used to be, Rakesh still has a streak of misanthropy in him that leads him to expect the worst of people. Had circumstances been not too different, Rakesh could've been one of the spree-shooters one reads about in the Telegraph.

As is, Rakesh's impressive mind and simmering resentment towards humanity is sublimated into an interest in the ghoulish and macabre. He finds it weirdly pleasant and relaxing, reading up the latest research on the Thuggee cult of pre-British India in the British Museum. Mostly, Rakesh keeps his interest under his hat, having realized that discussions of the etymology of the Arabian Ghul is not particularly socially acceptable.

Finally, Rakesh is also very stubborn, and very much a scrapper. When confronted with a problem, Rakesh rarely backs down, attacking it from multiple angles until it falls. When the problem happens to be a recalcitrant spirit-ridden, the 'attacking' just happens to be more literal. Rakesh isn't the strongest or the fastest werewolf around, but he's tough and he doesn't back down, which makes him rather useful in a fight. And he is, after all, a werewolf.


Tribe: Bone Shadow
Auspice: Ithaeur

Mental Attributes: Intelligence 5, Wits 4(6), Resolve 4
Physical Attributes:
Reflexive Action, take 1L to boost by 2 for the Scene
Strength 2 (3/5/4/2)+2, Dexterity 3 (3/4/5/5), Stamina 2 (3/4/4/3)
Social Attributes: Presence 1, Manipulation 2, Composure 4

Mental Skills: Academics (Anthropology, Research x2; 9-Again) 5, Computer 1, Crafts 1, Investigation (9-Again) 4, Medicine 2, Occult (Necromancy x2; 9-Again) 5, Science (Forensics) 3
Physical Skills: Brawl 2, Stealth 2, Survival 1
Social Skills: Animal Ken 1, Expression 1, Intimidation (Death Glare) 3, Subterfuge 3

Merits: Languages (First Tongue, Chinese, Latin, Welsh; Native is English) 4, Professional Training (Occultist; Academics, Occult, Investigation) 5, Resources
3+Well-Paid
4, Status (
Well-Fed, Well-Paid, Support Group
Harbingers) 2, Status (
Where the Bodies are Buried; Disciplined; Pull; Tithe
Guardians of the Veil) 3,
Supernatural Merits: Esoteric Armory 3, Fetish (
This bag holds more on the inside than on the outside. It can hold up to 64 feet of cubic volume (a 4x4x4 foot volume) and unlimited weight, and weigh no more than an empty bag when closed. Unless activated, it actually is an empty bag, and thus the objects inside cannot be spotted by means of mundane investigation.
Traveller's Blanket; Takes the form of a small doctor's bag) 4, Fetish (
Reflexive Action, take 1L of damage, gain +2 Strength for the scene.
Woad Tattoo) 3, Fetish (
When activated, everyone except the user rolls Stamina+Composure at a -8 penalty. On an ES, the listeners suffer no ill effects. On a success, they take a -3 to all rolls involving hearing for the rest of the scene. On a failure, the listener loses Willpower, Essence, or takes Lethal damage in any combination equal to the fetish-user’s successes, listener’s choice. On a dramatic failure, the listener takes 4 aggravated damage. After usage, Death Wolf’s Howl has to be recharged by howling into it and letting it sit in darkness for three days.
Death Wolf’s Howl) 3, Fetish (
1E; +2 to Wits, and Rakesh gets the Mighty Bound Gift (see later)
Salmon Charm) 4, Fetish (
Rakesh actually has three charms, each one with a different effect, and each one activating on a Reflexive action.

• One adds +3 to his initiative.
• One adds +1 to his defense for a number of rounds equal to successes on the activation roll / his Primal Urge if essence was spent.
• One, if Rakesh spends 1 Essence, grants him 9-again on a single, instant-action roll.
Protective Charm (x3)) 1 each
Lair: The Russell House/Morgan's Antiques; Security 2, Warding 3, Ritual Area (Rituals) 3, Skill Area (Academics) 2

Willpower: 8
Harmony: 5; +1 Support Group
Universal Banes: Silver, Aura of Menace, Death Rage
Personal Banes: Chronological Trigger -- Wolf (Full Moon)

Initiative: 7 (7/8/9/9) (+3 w/ Protective Charm)
Defense: 3 (3/4/5/5) (+1 w/ Protective Charm)
Mental Shield: 1 (Disciplined)
Health: 7 (9/11/10/7)
Size 5 (6/7/6/4)
Speed: 10 (11/14/17/15)

Primal Urge: 2
Renown: Cunning ●●, Wisdom ●●●●
Gifts:
1st: Death Sight (Death), Two-World Eyes (Crescent Moon), Heart of Things (Wisdom), Partial Change (Mother Luna)
2nd: Ghost Knife (Death), Read Spirit (Crescent Moon), Scent of Taint (Insight), Anybeast (Mother Luna), Mighty Bound (Strength; Fetish)
3rd: Echo Dream (Insight)
4th: Skin-Stealing (Mother Luna)
Rituals
Unless otherwise specified, all Rites have a dice pool of Harmony+Rituals.

Suggested Modifiers
[b]+2 Ritemaster meditates successfully prior to ritual (that is, four or more successes are accumulated in a meditation Attribute task — see World of Darkness Rulebook, p. 51)
+2 In the vicinity of a powerful locus (rated ••••+)
+1 In the vicinity of a locus (rated • to •••)
+1 Ritualist has gained goodwill of local spirits
+1 Ritemaster is in Dalu form
+1 Ritemaster’s auspice moon is in the sky
–1 to –3 Performer suffers wound penalties
–1 Local spirits are hostile to ritualist
–1 City suburb or town (only if rite is performed in physical world)
–1 Distracting environment (powerful odors, noisy)
–2 Packmates are involved in battle
–2 Dense urban area (only if rite is performed in physical world)
–2 Ritemaster is struck during rite but takes no damage
–3 Rite is performed in a Barren
: 4; Rites:
1st
Preserving the Trail
This rite keeps a scent trail from going cold with respect to the ritualist, so that she can continue to follow it for days, weeks, months, or even years if need be. In ancient times, fugitives from the justice of the People might run to distant lands, expecting to escape their just punishments through distance, alone. Irraka were often called upon to pursue these criminals into far-off places, to deliver judgment upon them, no matter where they might flee.

Performing the Rite: The ritualist performs the rite at a location at which she can catch the scent in question. This may be the quarry’s living quarters or just a place that he happened to pass through a couple of hours ago. Alternatively, she can use an article of clothing or something else that carries his scent, allowing the rite to be enacted almost anywhere. She locates the strongest source of the scent and closely sniffs at and even tastes the specific site or object. She then intones the following in the First Tongue: Nihu ba eshe ges (roughly translated, “I will find you anywhere in the world.”)

Dice Pool: Harmony+Ritual
Action: Instant

Success: For one full lunar month, the quarry’s scent (see Werewolf: The Forsaken, 178–80) does not fade with respect to the ritualist; no matter how much time passes or what environmental conditions occur (rain or snow, for instance), his trail remains fresh and easily tracked. Provided that the ritualist successfully performs this rite again before its duration elapses, she can indefinitely preserve the integrity of a scent trail. Successes accrued for supernatural occlusion effects that might compromise the scent of the prey are directly compared against the ritualist’s successes, with ties going to the quarry. If the werewolf presently has the taste of the prey’s blood, however, ties go to the ritualist.
Exceptional Success: The trail remains fresh for the ritualist for an entire year of lunar months (a little over 354 days).
Preserving the Trail,
Rite of Dedication
This ritual allows the ritualist to magically ‘dedicate’ an object so that it transforms along with a werewolf during shapeshifting. If feasible, the object alters size/dimensions to suit the new form, or failing that, merges in with the flesh. For example, if a werewolf has dedicated a suit of clothes, a necklace and a wristwatch, all these objects change in size to suit his new form when he assumes Dalu. When he shifts to Gauru, the clothes merge with his flesh, but the wristwatch and necklace might shift size again. When he takes Urhan form, the wristwatch also blends with his flesh, while the necklace might remain. In addition, all these objects remain with him when he enters the spirit world, although the un-dedicated flashlight he carries doesn’t.

A simple set of clothing counts as one item. A backpack and its contents also count as one item, although only the contents inside the backpack at the time of the rite. If a werewolf later adds something to the backpack, it doesn’t count as dedicated unless the rite is performed again with the new object inside. The contents of an article of clothing’s pockets aren’t considered part of the clothing, unless the werewolf dedicates that particular article of clothing as a separate item. Therefore, if a werewolf dedicates a business suit to himself as “one item,” the watch in his pocket doesn’t count as dedicated. If, however, he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.

Performing the Rite: The ritemaster may perform this ritual on himself or on other werewolves. It involves cutting the recipient with a claw and smearing his blood on the item in question, drawing a circular pattern. At the culmination of the rite, the item absorbs the blood, leaving no stain. The ritual takes a few minutes for every item to be dedicated.
Cost: None
Action: Extended (10 successes, each roll is one turn)

The character may not have more than (Primal Urge) in items dedicated to him at any one time, and the ritualist may dedicate items for another werewolf.
Rite of Dedication,
Call Beast

Similar to the rites used to summon spirits and humans, this simple rite calls a single animal (or a swarm of very small animals like rats or locusts) to the ritemaster’s location. The ritual summons the closest animal of a desired species within five miles; if no such creature exists (trying to summon a Siberian tiger in the middle of rural Nebraska, for instance), the rite fails. The ritemaster cannot summon a specific animal, nor can she summon supernatural animals or animals with human-level intelligence.

Performing the Rite: The ritualist marks a specific location and remains close to that spot throughout the performance. He must provide “chiminage” for the animal, typically a moderate amount of food the animal would eat. The ritualist performs a howl of summons while moving counterclockwise around the chiminage. Once the rite has been initiated, the ritualist and any packmates nearby must emit a further howl of summons roughly every five minutes until the rite’s subject arrives.

Cost: None
Dice Pool: Harmony+Ritual vs. Resolve
Action: Extended (15 successes, each roll is one minute

The animal feels an irresistible compulsion to travel to the ritemaster’s location. The beast enters a kind of fugue state; it retains some awareness of his surroundings (enough to navigate and avoid hazards), but it does not react to stimuli. It is drawn for no obvious reason to the ritemaster’s location. It travels to the werewolf’s location as quickly as it can manage. Unlike most animals, it does not try to avoid human inhabited areas or contact with humans, which might create a panic depending on the type of animal summoned.

Once the animal arrives, it can be given a single, simple command (e.g. attack him, follow her, guard me, carry this to here), which it obeys to the best of its ability. If the task is not completed by the end of the scene (or if it is open-ended), the effect ends at the end of the scene. Otherwise, the animal is released from the rite’s effects when the task is completed.

If it takes the animal more than an hour to reach the ritualist, the magic of the rite breaks down. The subject of the rite no longer feels any compulsion to find the ritualist. This rite does not grant the summoned animal any ability to bypass barriers or escape bonds; while it might be possible to affect the tiger at the Bronx Zoo with this ritual, the tiger won’t be able to get out of its enclosure (though it will try mightily for an hour).
Call Beast,
Rite of Spirit's Promise
Bone Shadows deal with spirits on a regular basis, and it helps to speak from a position of strength. The best way to gain such a position, of course, is to know a spirit’s ban, but finding out this information is a matter of careful investigation (the Gift: Read Spirit works, too, but not every pack has a Crescent Moon). The Rite of the Spirit’s Promise determines a spirit’s ban fairly quickly, but the rite also risks reprisal — spirits don’t like being so closely investigated by Uratha. A Bone Shadow performing this rite on a spirit more powerful that he is had better have his pack handy.

Performing the Rite: The werewolf need not be able to see the spirit in order to use this rite, but he must be in the spirit’s presence or know its name. The Bone Shadow intones a quiet First Tongue phrase asking for insight, and draws a symbol in the dirt or on a wall. If the ritual succeeds, knowledge of the spirit’s ban becomes clear to the werewolf. In any case, though, the spirit might notice what is happening, and it can use the connection created by the rite to attack the ritualist.

Cost: None
Dice Pool: Harmony+Ritual vs. Resolve
Action: Extended (Spirit's Rank, each roll is one turn)

Success: Progress is made toward the goal. When the player accrues successes equal to the spirit’s Rank, the spirit’s ban comes to the character in a flash of insight. The Storyteller does not provide the mechanical aspects of the ban, however. For instance, a garbage-spirit might suffer three points of damage to its Corpus per turn of contact with cleansing chemicals. If the character uses this rite, though, all she knows is that the spirit “cannot abide the touch of cleansing chemicals,” not that it damages the spirit. Each turn that the character rolls to accrue successes for this rite, the targeted spirit has a chance to notice what’s happening. The Storyteller rolls the spirit’s Finesse. If the roll succeeds, the spirit realizes what is happening and can use its Numina on the werewolf as if it possessed the Reaching Numen (see p. 278 of Werewolf: The Forsaken). The spirit can use its powers only on the ritualist (unless the spirit actually knows the Reaching Numen, of course), and only as long as the rite continues.
Exceptional Success: Significant progress is made toward the goal. If the rite concludes with successes equal to the spirit’s Rank + 5, the Storyteller must inform the player of the mechanical aspects of the ban.
Rite of Spirit's Promise,
Chiminage Rite

The practice of chiminage, offering a spirit a gift of Essence to gain a favor or coerce it into some action, is a long-standing part of werewolf culture. Offerings of chiminage are even integrated into many rites. This rite formalizes the practice, imbuing the act with spiritual significance that gives the ritemaster a subtle power over a spirit. Ithaeur often use this rite as a “carrot” to open negotiations, before employing the “stick” of banishment or the like.

Performing the Rite: The Ithaeur sets up an altar (which can be as minimal as a circle drawn in the dirt around a campfire to an elaborate construction of stone reminiscent of a church altar) with a source of flame on it. With a small knife or a claw, she carves off a piece of an object representative of the spirit to whom she is offering chiminage and places it in the fire. Intoning an offering of peace in the First Tongue, she spends a point of Essence to catalyze the offering. The spirit that is the subject of this rite must be at hand when this rite is performed.

Cost: None
Action: Extended (3 successes per rank of the spirit, each roll represents one minute)

When the ritemaster accumulates the required number of successes, the target gains one point of Essence per dot of the ritemaster’s Wisdom Renown. The ritemaster gains a +2 bonus on Gifts, rites, and Social rolls against the target for the rest of the scene. In addition, the performance of this rite removes the need to offer chiminage as part of the performance of any further rites during the scene. Upon an ES, this effect lasts for a week instead.
Chiminage Rite,
Ritual Mind
This holy ritual (which Rakesh does not consider much holy) obviates penalties to a ritual-roll.

Performing the Rite: A werewolf can only use this rite to assist in using another, and the same werewolf must perform both rites. She must prepare all of the materials required for the other rite before starting, and only enacts this rite when ready to start the other as well. The werewolf faces east if she cannot see Mother Luna or west if she is visible in the sky. From there, she takes one deep breath and howls her need for clear thought and balance to the four cardinal directions, turning clockwise. The rite takes less than two minutes to perform.

Cost: 1 Essence
Action: Instant

Upon success, the ritualist gains one dice to the next ritual that can only be used to offset penalties (not gain a bonus). Upon an ES, he gains three dice.
Ritual Mind
2nd
Curse of Shadows
This unpleasant rite turns darkness itself against its intended victim. Until the night of the next full moon, she is plagued by visions of menacing black shapes and her sight is clouded by shadow. While the rite is most easily turned against members of the herd, some few Uratha have managed to use it to powerful effect against other werewolves who displease them.

Performing the Rite: Standing over an object of personal significance to the rite’s intended target (a family heirloom, a “lucky” garment, or something of the like), the ritualist walks counterclockwise around the item, continually chanting in the First Tongue: Thi sah kathar (“Suffer in darkness”), until the ritual is either successfully completed or fails.

Dice Pool: Harmony+Rituals versus the subject’s Composure + Primal Urge
Action: Contested and extended (the ritualist must accrue successes equal to the subject’s Composure, while the subject must accrue successes equal to the ritualist’s Willpower; each roll requires a minute’s time)

Success: If the ritualist is the first to reach the required number of successes, then the subject is haunted by dark visions (suffering a one-die penalty to all rolls based on her Resolve) and her vision is distorted by phantom shadows (inflicting a two-dice penalty on all Wits + Composure perceptions rolls related to sight), until the night of the next full moon. If the victim dramatically fails a Resolve or perception roll during this time, she gains the suspicion derangement until the ritual expires (or, if she already has suspicion, then it temporarily upgrades to paranoia).
Exceptional Success: Great progress is made or powerful resistance asserted. If the exceptional success concludes the casting of the ritual, then the victim suffers a –2 dice penalty to all Resolve-based rolls and –3 dice to any perception roll.
Curse of Shadows,
Doom Strike
Spirits are notoriously difficult to kill; even disregarding the fact that they reform when “killed” if they have any Essence remaining and the fact that they are normally intangible in the physical world. A spirit’s Traits often give it an extraordinarily high Defense, making it difficult to even land a blow on a spirit foe. Pack tactics and Willpower can help overcome this, but when a warrior must strike hard and strike fast, this Rite can tip the odds. By infusing a werewolf’s claws and fangs with Essence, the ritemaster creates a sympathetic connection between the recipient’s blows and her target’s flesh.

Performing the Rite: The recipient of the rite stands in the center of a stone circle (anything from a ring of pebbles to a megalithic circle of standing stones), holding a burning branch of dogwood in one hand. The ritemaster circles outside the ring, speaking exhortations to glory and victory in battle. At the completion of the rite, the ritemaster slashes her palm open with a talon or a sharp-edged rock and marks the recipient on the breast with his blood. This act infuses the recipient with Essence and activates the rite.

The ritemaster may perform this rite on himself.

Dice Pool: Harmony+Rituals
Action: Extended (1–5 successes; the ritemaster chooses the target number at the start of the rite; each roll represents one turn)

Success: If the target number is reached, the recipient may spend a point of Essence as a reflexive action to allow her next attack against a spirit (within the same turn) to reduce the target’s Defense by a number equal to the number of successes earned on the activation roll. The recipient must attack with either claws or bite to benefit from this rite, and may invoke its effects a number of times equal to the number of successes on the activation roll.
Exceptional Success: If the ritemaster finishes with five or more extra successes, each invocation of this rite allows one attack to ignore the spirit’s Defense.
Doom Strike,
Rouse the Fetish
This rite allows an Uratha to communicate with the spirit of a fetish. It may be used to investigate the properties of a strange, newly won prize or to appease a fetish that is less than happy with its wielder.

Performing the Rite: Much like the binding rites, the Uratha first draws a circle around the urmagan with chalk or some other substance meaningful to the spirit bound into the fetish (if known). The ritualist surrounds this circle with claw sigils and chants softly as he focuses his will. Offerings of chiminage are also helpful, if the nature of the urmagan spirit is known.

Dice Pool: Harmony+Ritual
Action: Extended (Eight successes; each roll represents five minutes)

Success: Successes are gathered. If eight or more are gained, the ritemaster makes contact, and can converse in a limited fashion. The spirit will reveal its nature, Rank and the purpose of the fetish.
Exceptional Success: The spirit is more forthcoming, and may relate details about its binding, past owners or other such information.

Modifier Situation
+2 Ritemaster knows spirit’s name.
+1 Ritemaster makes offering of chiminage.
–1 to –5 per dot of the fetish
Rouse the Fetish,
Echoes of Truth
The truth is a slippery thing. The old saw has it that every story has three sides: your side, the other guy’s side, and the truth. Ritualists have passed this rite from one to another for countless generations, as it remains one of the few reliable means of getting a fragment of the truth without relying on the fickle favor of the Elunim. It only shows a glimpse of what happened, a moment frozen in time like a photograph taken of the past — to the point where some irreverent Iron Masters call this rite “Polaroid Postcognition.” Often that glimpse is enough to reveal hidden details.

Performing the Rite: The ritemaster writes his query on a piece of blank paper or bark, in the First Tongue. The question always starts with the crucial words Duzag lal, “show me.” The question is then burned over a fire made with at least one piece of oak, and the ashes mixed into a bowl of dark ink that shows an image that answers the question.

Dice Pool: Harmony+Rituals
Action: Extended (10 successes; each roll represents 10 minutes)

Success: A still image coalesces in the bowl that answers the werewolf’s request. The image is relevant to the question asked — a werewolf asking to see who stole his keys would see a still image of the moment someone picked his pocket, but if the pickpocket wore a disguise, the image won’t reveal his real face. The image revealed by this rite fades after ten seconds, and can’t be photographed or otherwise recorded.
Exceptional Success: The image reveals incidental details that give a lot away — the pickpocket in the above example had a distinctive tattoo. Rolls based off information gained from the image gain a +1 modifier.
Echoes of Truth,
Call Gaffling
This ritual, and it’s brother rite Call Jaggling are the core of the ritemaster’s repertoire. Though most spirits are inherently unfriendly towards werewolves, they must come if called, though they are not required to cooperate. Most spirits contest this ritual unless bribed with rich chiminage or threatened by binding.

Performing the Rite: This rite is relatively simple. The werewolf marks out a sacred circle and sits in the middle. She consumes a small amount of reality-expanding natural substance — a hallucinogen, stimulant or depressant, as per the ritualist’s traditions. She then places a few hundred grams of chiminage on the ground before her. While this is most often food of some kind appropriate to the spirit’s type, it can also be precious metal, gems or another substance. The greater the value of the chiminage, the more likely the Gaffling is to cooperate with the werewolf’s request.

The chiminage may be burned, buried or doused with water in order to bring it to the spirits’ attention. The ritualist then performs a howl of summons. A single Gaffling of the chosen type arrives within several minutes of the beginning of the rite if all goes well.

Cost: None
Dice Pool: Harmony+Ritual versus the subject’s Resistance
Action Contested and Extended (40 successes, each roll is one minute.)

First to gather 40 successes is the victor. In the event of an Exceptional Success on any specific roll, all subsequent rolls by the opponent suffer a -1 penalty.

Suggested Modifiers
+2 Chiminage is very valuable to the spirit
[b]+1 Spirit is particularly disposed toward ritemaster’s tribe or auspice (an Elunim answering an Elodoth’s rite, a war-spirit answering a Rahu’s rite)
+1 Chiminage is particularly valuable to the spirit
+1 or more The werewolf outranks the spirit*
–1 Attempting to summon a specific individual spirit
–3 Attempting to summon a specific individual spirit from one mile away
–5 Attempting to summon a specific individual spirit from 10 miles away
Call Gaffling,
Banish Spirit
This ritual forces a spirit in the material plane back through the Gauntlet and into the Shadow. It’s something of a brute-force ritual, as it’s painful for the spirits, but it’s an effective ‘goad’ for uncooperative entities.

Performing the Rite: The targeted spirit must be bound with the Bind Spirit rite or by physically preventing its host from moving more than a meter or two in any direction. The ritualist approaches the bound spirit and performs a brief snarl of exile and refusal, complete with similar gestures. The ritualist then slowly circles the bound spirit counterclockwise, and sprinkles it with salt water from each of the four cardinal directions.

The key of the ritual is the five-time repetition of the First Tongue phrase, “I banish you from this realm,” Galer za da sar. The ritualist doesn’t have to repeat the phrase five times in a row. He may sprinkle it throughout the performance, but the ritual isn’t complete until the phrase is said for a fifth time.

Cost: None
Dice Pool: Harmony+Ritual versus the subject’s Resistance
Action Contested and Extended (10 successes, each roll is one minute.)

If the ritemaster reaches 10 successes first, the spirit is banished. If the spirit reaches it first, it stays put, and another attempt cannot be made by any werewolf/spirit mage to banish it for the next 24 hours.
Banish Spirit,
Shadow Conveyance
It’s a common feature of shamanic myths that when a shaman travels to the realm of spirits, he makes use of some sort of vehicle while there. It might be a dugout canoe, a chariot, or a spectral horse, or something more fanciful, but it serves to speed the shaman along his way. This rite allows an Ithaeur to craft such a conveyance for himself, using the Essence that infuses his spirit half.

Performing the Rite: The ritemaster first creates or acquires a small model of the vehicle she wishes to bring into being in the Shadow. This model can be anything from a hand-whittled carving of a dog sled to a die-cast toy car. The ritemaster prepares an ink made from nightshade, woundwort, and ayahuasca or a similar natural hallucinogen, with which he marks the model with glyphs representing the shadow. The model is, finally, destroyed, creating an echo in the Shadow bound to the Ithaeur.

A Shadow conveyance is not a spirit; it is merely a construct of ephemera. Even if the conveyance resembles a living being (and in the Shadow, that can be a broad category indeed), it is a mindless automaton; any resemblance to a real creature or its behaviors are purely cosmetic. The conveyance can only be piloted by the Ithaeur; for any other character the vessel simply refuses to move.

The Shadow conveyance has the following Traits: Durability 1, Size 5 (one passenger), Structure 5, Acceleration 10, Safe Speed 44 (30 mph), Maximum Speed 88 (60 mph), Handling 0. Vehicles are covered on pp. 141–147 of the World of Darkness Rulebook.

Cost: None
Dice Pool: Harmony+Ritual
Action Extended (20 successes; each roll represents 10 minutes)

Success: Successes are gained. When the ritemaster completes the ritual, the Shadow conveyance is completed and will manifest near the character the next time he enters the Shadow. If the rite was performed in the Shadow, the conveyance appears immediately in the ritemaster’s vicinity. When he leaves the Shadow, the conveyance vanishes. The Shadow conveyance persists for one month.
Exceptional Success: Rapid progress is made. If the ritemaster completes the rite with five or more extra successes, the Shadow conveyance has the following Traits: Durability 4, Size 9 (four passengers), Structure 10, Acceleration 20, Safe Speed 88 (60 mph), Maximum Speed 161 (110 mph), Handling 2.
Shadow Conveyance,
Scarlet Messenger
This rite creates a short-lived spirit that can take a message to anyone, anywhere.

Performing the Rite: The ritemaster cuts open her flesh (usually a palm or forearm) and lets 33 droplets of blood drip onto the ground by her feet. At the end of this offering, the werewolf beseeches the blood to awaken and carry forth a single message, and speaks one sentence aloud — no more than 33 words – and names the person who is to be the recipient of the message. The werewolf need not know the person personally, but must at least know the recipient’s name.

The blood forms into a large raven-spirit, black-feathered but with red eyes and a scarlet cast to its plumage when the light catches at certain angles. It is not a true spirit, merely a simulacrum created by the ritual, but is capable of flight in the Shadow like a true raven-spirit, and can cross the Gauntlet to or from the physical world in order to deliver its message. When the raven-spirit arrives at the named person, it alights on their shoulder (regardless of witnesses or location) and caws loudly. The recipient of the message understands these caws perfectly, hearing the ritemaster’s message in the croaky sounds. The raven waits for 33 seconds to hear any reply to the message, which the raven will carry back to the ritemaster and deliver. If no reply is forthcoming in that time, or after the raven has delivered the message back to the ritemaster, the spirit lands on the ground and becomes nothing more than a small patch of the werewolf’s blood.

Cost: None
Action Extended (10 successes, each roll is one minute.) The werewolf takes 1B per roll.

When enough successes are reached, the raven-spirit takes a message of no more than 33 words to the recipient, travelling no further than 1 mile per success. Upon an ES, it may travel up to 2 miles per success. The raven-spirit may enter the Shadow, the Twilight, or the Hedge.

Suggested Modifiers
+1 Recipient is well-known to the ritemaster.
+1 Recipient has tasted the ritemaster’s blood.
-1 Recipient has never met the ritemaster.
Scarlet Messenger
3rd
Shadow Projection
Werewolves are naturally attuned to the Shadow and can enter it physically with relative ease. There are times, though, when bodily traveling into the spirit world is less than desirable, either because of danger or because a werewolf’s presence there would agitate the local spirits or alert a pack’s enemies. This rite, adapted from similar rituals employed by mortal shamans, allows a werewolf to project her consciousness from her body and into the Shadow in the guise of a wolf-spirit.

Performing the Rite: Seating herself in the middle of a ritual circle, the Ithaeur ingests a natural hallucinogen like peyote or agaric (this is largely a symbolic gesture as a werewolf’s metabolism quickly purges most drugs from her system) and beats out a quick, rhythmic tattoo on a drum, tom-tom, or even just her own thighs. As she attains a trance state, her spirit half slips loose from her physical body and crosses the Gauntlet, manifesting in the form of a wolf-spirit.

Dice Pool: Harmony+Rituals
Action: Extended (20 successes; each roll represents 10 minutes)

While the werewolf is in the Shadow Realm in this form, she is treated as though she were in Urhan form for all purposes (including Trait modifiers, restrictions on actions or communication, and the like). However, spirits and other beings in the Shadow Realm perceive her as an ordinary wolf-spirit, not an Uratha. An opposed roll of Power (Wits + Occult for non-spirits) versus Wits + Primal Urge is required to see through the deception. Her Rank appears to be the same as her Renown grants her (see Werewolf: The Forsaken p. 272).

While projecting in this form, the werewolf is somewhat insulated from actual, physical damage. Any bashing or lethal damage inflicted on the character’s ephemeral body is recorded as bashing damage on her physical body, as bruises appear on her flesh. Aggravated damage inflicted on the werewolf’s ephemeral body appears on her physical body as lethal harm. If an ephemeral character is knocked unconscious by this damage, she automatically returns to her body.

The werewolf’s ephemeral body can move around normally in the Shadow Realm, walking and running at normal Speed. During the time she is mentally projected, the ritemaster’s body is alive but comatose and her soul has actually separated from the body. She has no way of knowing her body’s current state of health or any other information about it. Should her body die while psychically projected, she gradually loses her memories and sense of self over a number of days equal to 10 minus her Primal Urge. At the end of this time, she loses all recollection of herself and becomes a true wolf-spirit.

If the character’s ephemeral body is destroyed (her Health track is filled with aggravated damage), her
physical body lapses into a coma from which she never awakens.

This rite can only be performed at a locus. It lasts as long as the ritualist desires (but see the rules for deprivation on pp. 175–176 of the World of Darkness Rulebook). Ending the rite is a reflexive action, but the werewolf’s ephemeral form must be within the area of a locus (not necessarily the one her body is at).
Shadow Projection,
Information Gestalt
With this Ritual, the werewolf has developed an inner sight so powerful that it can actually catch glimpses of the future. The character enters a meditative trance, clearing her mind of everything but darkness in order to welcome the visions. She might receive warning of an impending attack, foretell the arrival of a potential ally or even watch a betrayal unfold before it happens. Viewing the future accurately is impossible, though. No vision is guaranteed to come true. Worse, visions gained are more often signs of ominous events than they are promises of good fortune. Whether this is because the Ritual’s “eyesight” is through a dark lens, or simply a cold reflection of the hard truths of a werewolf’s existence, none can say.

A seer is unaware of events surrounding her while she is in a trance. She is, however, aware of anything that touches or affects her body directly. A character may not attempt Information Gestalt more than once in any 24-hour period.

Performing the Ritual: The werewolf enters into a meditative trance while watching multiple television screens, all tuned to different channels.

Cost: 1E per success
Dice Pool: Harmony+Ritual
Action: Extended (15 successes required; each roll represents one minute spent in a trance)

Success: The character catches a glimpse of a potential event in her near future — anywhere from 24 hours to one week. The vision lasts for roughly a turn’s worth of viewing — enough time to watch a man gun down a packmate, a car carrying a loved one swerve and crash or an elder hail a dangerous spirit. The vision is usually clear enough to make out details, though the details might be misleading. For example, a body face-down in the river, wearing a packmate’s jacket, might turn out be the corpse of a friend who borrowed the jacket. This Gift is a means of gaining a potential warning, nothing more.
Exceptional Success: The vision lasts for up to a minute.
Information Gestalt,
Bind Spirit
It allows a werewolf to bind a spirit to a single location or to prevent a particular spirit from entering a single location. Bind Spirit is very common; most experienced Ithaeur know a variation of it. This same rite can be used to bind a spirit into a particular part of the Shadow or the physical world. As a result, the spirit cannot leave its immediate area, not even to cross the Gauntlet. Werewolves who know this rite can use it in a preparatory fashion for a spirit they haven’t yet summoned into the physical world, or against a spirit already manifest in the real world or against a spirit in the Shadow if the ritualist is already in the spirit world.

The ritualist must provide for a single means of escape from the bond, and he must express that means to at least two others — neither of whom have to be the bound spirit. The means of escape can be all but impossible, but it cannot be a true logical impossibility. Frequently, the means of escape is phrased as, “Once you perform the following task to the best of your ability, you will be free…” (e.g., “Once you successfully teach me the following Gift…”).

Performing the Rite: Werewolves know dozens of variations on this rite, and most experienced Ithaeur create their own versions, which they then pass on to students. The most common version — not an ancient one, but one that has become quite popular in the last few decades — requires the ritualist to draw a chalk circle around the fringes of a room or glade before summoning the spirit. Creating the circle requires 20 successes on an extended Intelligence + Occult roll. Each roll represents one minute of work. The circle is marked with dozens of Uratha claw-sigils, and a complex half-howling chant is performed before the spirit is summoned. Once the spirit has been summoned into the circle (via an appropriate rite, such as Summon Gaffling), the werewolf must complete the last notes of the howl before the spirit realizes what is going on and escapes.

To bind a spirit that is already present, the ritualist may be able to complete the aforementioned circle in secret. For example, a particularly clever werewolf might be able to convince a night-spirit that the circle he is drawing represents the spirit’s “star chart.” If that cannot be done — it isn’t likely, Luna knows — he must somehow wrap the rite’s subject three times in silvered thread (which is impossible to do in the material world) and then perform the aforementioned chant. That silvered thread can easily be broken until the third loop is complete. After that, it cannot be broken at all unless the ritualist makes a mistake in the chant. In the physical world, a spirit may be encircled by physically holding its host on the spot.

This rite doesn’t work on ghosts.

Cost: None
Dice Pool: Harmony+Ritual versus the subject’s Resistance
Action Instanct (Once the circle is prepared)

If the most successes are rolled for the ritemaster. The spirit is successfully bound and cannot break free except under a few circumstances:
• If the ritualist that binds the spirit releases it with the phrase, “I release you” or its equivalent.
• If the binding circle is broken or the silver thread is snapped by an outside force.
• The ritemaster must designate one other way that the spirit can be freed, and he must express this method to at
least two other entities within an hour of the spirit’s binding. One of those two may be the spirit, but it doesn’t have to be.

Upon an Exceptional Success, the ritemaster may also strip 1 Essence from the spirit and use it to replenish his own pool.
Bind Spirit,
Bind Human

There are two main functions to this rite: to secure a location against unwanted human intrusion and to bind a human to a particular location. Neither variant ritual is entirely foolproof even against a human who knows no magic. Humans aren’t bound by bans as spirits are, and their actions simply cannot be as constrained as spirits’ can be.

When this rite is used to bind a person to a given location, the ritemaster must provide for a single means of escape from the bond, and he must express that means to at least two others — neither of whom have to be the bound mortal. The means of escape can be all but impossible, but it cannot be a true logical impossibility. Usually, the means of escape is phrased as, “Once you have accomplished this task for me, you may depart.”

When used to secure a location against mortal intrusion, no “password” is required, although the ritemaster may choose to nominate a specific action that allows a human to pass through normally. For example, a werewolf might set up a ward that bars all humans save those who carry a crow feather somewhere on their person, and then gives a crow feather to his wolf-blooded lover in the event that she needs to reach him.

The ward isn’t directly evident save when a human attempts to cross it. The human feels a faint nausea, a headache, a sense of vertigo or even a combination of such unpleasant sensations. The subject is unable to step beyond the area unless he successfully resists the ward’s effects.

Performing the Rite: To secure an area against mortal intrusion, the werewolf takes a form that has claws and uses them to draw a series of sigils (using a muddy mixture of water and ash) on every path of entry into the area. In a built structure, this includes doors and windows. Outdoors, the sigils are repeated every few meters to form a rough boundary around the area.

To keep a mortal bound in an area, the werewolf uses his claws and a muddy mixture of earth and water, but this time he must clearly mark out the precise boundaries of the area, putting the sigils on the inside of the boundary.

In either case, the affected area cannot be larger than a radius of 50 yards. A werewolf may typically use this ritual to bind a human inside a house or within a campsite, or to ward a small building.

Cost: None
Action: Extended (20 successes, each roll is ten minutes)

The first time the mortal attempts to pass, a Resolve + Occult roll is made at a penalty equal to half the ritemaster’s Harmony (rounded up). One die is added to this roll for ghouls and other supernatural humans. Mages may add their appropriate resistance trait as usual. Vampires, Ridden and other supernatural creatures that are no longer human are immune to the rite’s effects. The roll made for the human may gain one to three dice if the stated terms of passing are directly against the mortal’s moral code, although no dice are gained if the terms are merely unpleasant. “You may not leave until you have deleted all the files you possess that mention us, from whatever secure location they might be” provides no bonus dice, while “You may not leave until you kill your infant son” does. If the roll for the mortal succeeds, he’s free. Otherwise he cannot try to escape again for another hour (and he can try again every hour after that, if he keeps failing). When the mortal tries again, he receives a cumulative –1 penalty for every attempt after the first (though this penalty can never exceed –5).

A binding typically lasts for 24 hours, although Essence may be spent for the ritemaster to increase the duration. Each point increases the binding’s duration for another 24 hours. The ritemaster may dismiss the binding as an instant action by erasing a portion of the boundary with a claw.
Bind Human,
Call Jaggling
This rite is a more powerful version of Call Gaffling. Jagglings are more independent and powerful spirits than Gafflings, and are more likely to resist the sweet summons of chiminage. And yet, a Jaggling servant — even a temporary one — is a valuable tool for any werewolf, so this ritual is a valued tool among Ithaeur.

Performing the Rite: This rite is very similar to Call Gaffling, but the ritualist must provide richer chiminage, and his howl of summons must be customized to the type of Jaggling he wishes to summon. A common howl of summoning doesn’t suffice. If the werewolf wants a stag-spirit, he must howl a specific call to the Children of Stag. The rite takes around several minutes to perform.

Cost: None
Dice Pool: Harmony+Ritual versus the subject’s Resistance
Action Contested and Extended (50 successes, each roll is one minute.)

First to gather 50 successes is the victor. In the event of an Exceptional Success on any specific roll, all subsequent rolls by the opponent suffer a -1 penalty.

Suggested Modifiers
+2 Chiminage is very valuable to the spirit
[b]+1 Spirit is particularly disposed toward ritemaster’s tribe or auspice (an Elunim answering an Elodoth’s rite, a war-spirit answering a Rahu’s rite)
+1 Chiminage is particularly valuable to the spirit
+1 or more The werewolf outranks the spirit*
–1 Attempting to summon a specific individual spirit
–3 Attempting to summon a specific individual spirit from one mile away
–5 Attempting to summon a specific individual spirit from 10 miles away
Call Jaggling,
Grave’s Bounty
This ritual allows Rakesh to consume the spiritual resonance of a grave, and gain essence for it.

Performing the Rite: The werewolf sits in front of the grave, lays a palm on the monument and makes a silent invocation to Death Wolf. She also thanks the person who lies there interred (it is customary to lay flowers on the grave at some point
in the future, but this isn’t required for the rite). The werewolf then scrapes a bit of dust or dirt from the headstone and places the dirt under her tongue. If the rite works, she feels a sudden influx of emotion — grief, pain, loss and even joy, depending on what sorts of emotions the monument has absorbed.

The werewolf can attempt this rite more than once in the same night in the same graveyard, but this carries some serious risks (see below).

Cost: None
Action: Instant

Upon a success, the werewolf gains a number of Essence points equal to the successes the player rolled. She can try to gain more Essence by performing the rite on a different headstone, but she runs the risk of offending the spirit of the graveyard. For every successful attempt at this rite after the first, the player rolls Manipulation + Occult. If this roll fails, the graveyard-spirit attacks the werewolf’s Essence directly, turning it into caustic, black nothingness. The character suffers one point of aggravated damage per point of Essence she has gained from this rite while in that particular graveyard on that night.

Suggested Modifiers
+2 The character attended the funeral of the person interred in the grave
+1 The grave has flowers laid during that day (by someone who know the deceased personally).
+1 For every dot of the Fame rating the deceased had at the time of death.
-1 The deceased has been dead for more than 5 years.
–2 The deceased has been dead for more than 10 years.
–3 The deceased has been dead for more than 20 years.
–4 The deceased has been dead for more than 50 years.
–5 The deceased has been dead for more than 100 years.
Rite of Grave’s Bounty,
Wake the Spirit
According to werewolf lore, everything has a spirit. Every object, every idea, everything has a spirit, down to the barest sliver of a thought or a single-celled organism. But though there are many spirits active in the world, the great majority are ‘dormant’, but with this rite they can be awoken, ‘summoning’ a new spirit into existence.

Waking a spirit can be a dangerous gamble, as the newly awakened spirit feels no obligation or gratitude to the ritemaster. A spirit that’s been awakened by this rite acts according to its nature — no more, no less. A werewolf might be able to convince the newly awakened spirit of a car to give its earthly analogue a measure of its power simply for the ecstasy of racing at high speeds, but an awakened flame-spirit might be as dangerous to the werewolf as to her enemies. Yet awakening a spirit gives a werewolf a new potential resource from which to draw. A werewolf can awaken the spirit of a murder weapon to question the spirit about its former owner, for instance.

Performing the Rite: The ritemaster drums, chants, dances or performs some other form of rhythmic noise and motion as she moves about the object or place to be awakened. The culmination of the rite is a loud howl, which is meant to shake the spirit free of sleep.

Cost: None
Action Extended (15 successes, each roll is one minute.)

When 15 or more are accumulated and the rite is performed on a mundane item or place, it wakes the potential spirit within. The item then possesses a spirit analogue in the Shadow Realm.

When performed on an animal, this ritual “wakes” a Gaffling related to that animal in the spirit world. The Gaffling isn’t directly connected to the animal in question, though, and it doesn’t have to remain in the animal’s area. For example, performing the rite on a Doberman pinscher wakes a dog-spirit that might not necessarily look like a Doberman.

A newly awakened spirit is always a Rank 1 Gaffling with average traits for its class (see p. 279). The rite cannot be performed on sentient creatures such as humans, or on objects or animals that already have awakened spirits associated with them. The ritemaster gains a +1 to all rolls to influence the newly woken spirit, including Gifts and rites, for the duration of the scene in which this rite is performed. Although the spirit doesn’t always show gratitude, it’s usually slightly suggestible for the first few hours of its existence.
Wake the Spirit
4th
Long, complex ritual
Fetish Rite,
Power in Words
Uratha in the Lodge of Words know the power of the root of language, and can focus the richness and diversity of words themselves to a greater purpose. Therefore, Power in Words remains one of the Modernists’ most powerful tools, not because of the rite’s raw might but because of its seemingly infinite versatility in a myriad of situations (just as language itself, the Modernists argue).

Performing the Rite: To perform this rite, the ritualist pricks his finger and writes a single verb on a piece of parchment, paper or something similar, and then swallows that piece of paper — in essence, making the word “part” of him. During this time, the ritualist also repeats that word over and over in his mind (and aloud, if he wishes), making it a nonstop mantra. Since speed can often be of the essence when forming this rite, many Modernists who make frequent use of Power in Words will keep their thumbnail pointed and sharpened, so they can prick their index finger at will.

Cost: 1 Essence
Action Instant

Success: By invoking this rite, the Uratha declares a concept using a single verb (such as “attack” or “research”). For the duration of the scene, the werewolf invokes the power behind that word, channeling energy off it and related verbs by saying them aloud. Each verb or verb phrase so invoked gives a bonus to one action; this bonus depends on the relationship between the original word and the new one.

+3 Direct synonym (the relationship between “hit” and “punch”)
+2 Closely related (the relationship between “attack” and “kick”)
+1 Tangentially related (the relationship between “kick” and “punch”)

Using words that are completely unrelated (such as the relationship between “toss” and “punch”) or not verbs (“aggression”) will not bestow any bonus. Each word can only be used once with an activation of the rite. Verb phrases can be used, provided none of the words have been used previously for the activation of the rite (for example, “sucker-punch” could be a closely related synonym to “attack,” but the Uratha could not later on use “punch” or “sucker-hit”). The verb used to activate Power in Words is merely a reference point and does not provide any bonus.

For example, Slade Names-the-Darkness is looking for clues at a crime scene and he invokes Power in Words, declaring “investigate.” Each Investigation check takes 10 minutes, and Slade will be spending one hour searching the crime scene (six rolls). Slade utters “search” as the first synonym; the Storyteller rules this is a direct synonym and grants a +3 bonus to that check. Ten minutes later, Slade says, “seek”; this grants a +3 bonus to that check. For the four remaining checks Slade uses “look,” “comb,” “peer” and “sift,” granting +3, +1, +2 and +0 to the remaining rolls.

Although invoked words don’t need to be shouted, they do need to be said at a conversational level, and the Uratha must be able to speak to utilize this rite. Only one version of this rite may be active for a werewolf during a scene.
Exceptional Success: The rite lasts the duration of the scene or until the next sunrise or sunset, whichever is longer.
Power in Words,
Obon Temae
This rite, based somewhat on the Japanese tea-drinking “tray ceremony,” allows a werewolf to force a single yokai to sit with her for a time. The two share ritually-prepared food or drink, and neither can commit violence against the other during that time (provided, of course, the ritual was successful). This ritual also forces the spirit to communicate certain information to the ritemaster. The type of information and story that the spirit must deliver is based upon the type of food chosen for the ritual — and only one type of victual or drink is allowed per ceremony (see below for the types of meal and what they demand a spirit do). The ritual is certainly not foolproof; it doesn’t guarantee concrete answers, but it does force a being to calm itself for a time, and may allow a werewolf just enough opportunity to learn more about the entity, and earn its trust over time.

Performing the Rite: This ritual has two steps. The first step is the preparation of the meal. Each meal requires an extended Intelligence + Occult roll to prepare. Twenty successes are required for each, with each roll taking one minute’s worth of time. A single “meal” consists of an individual item: for instance, one blood-filled, sticky rice cake (ketsueki daifuku) counts as one meal and requires 20 successes to create. One point of Essence is also required for each meal.

These meals can be made ahead of time, and last for a full week before rotting or decaying. They can also be carried through to the Shadow from the physical world; crossing the Gauntlet with one or many meals for the ceremony, however, incurs a –1 (non-cumulative) penalty to the roll for stepping sideways. The ritemaster can prepare five different common types of meal for the yokai (though more are said to exist). The meals and their effects upon spirits are as follows:

Ketsueki Daifuku: This is a round or square mochi (glutinous rice cake) filled with blood (the ritemaster’s own). For every cake given to a spirit, the spirit must answer one question about what it eats (what it likes to eat, hates to eat, bad things it has consumed, other spirits it has swallowed, etc.).
Sukin Dango: This dumpling (made of mochiko or rice flour) is steamed or fried and stuffed with some of the ritemaster’s own skin and meat. Many ritemasters use their teeth or a knife to get the golf ball-sized hunk of flesh necessary to fill the dough. For every dumpling given to a yokai, the being must answer one question about who it has spoken with over the last 24 hours. (The werewolf may ask who the creature has spoken with, what topics were discussed and the time and places of such conversations.)
Koicha Chishio: This “thick” tea is a syrupy beverage flavored with three drops of the ritemaster’s blood and some of her saliva. The tea can be served in bowls or glasses. For every serving of tea, the ritemaster may ask the spirit a question about its powers (what it is capable of, how often, if it has used its abilities recently, what Gifts it can teach, etc.).
Sakana no Ikizukuri: This is a five-to-ten-inch fish stuck with two skewers (often made of bamboo). The ritemaster must pluck one of his own teeth from his mouth and stuff it into the belly of the fish. The fish is not cooked (and is often served alive). The yokai must answer one question (per fish served) about spirit politics. (The werewolf may ask about power blocs, choirs, rivalries and rank.)
Pa-Ji Basashi: The ritemaster marinates raw horsemeat briefly in a bowl of her own bile (she must make herself throw up if necessary). With each of these delicacies, the ritemaster may ask one question pertaining to a location in the Shadow (the location of a loci, of the suspected location of another spirit, the direction toward a specific locale or even where other Forsaken went).

The second part of the ritual is invoking it against an individual yokai. This ability works on spirits, Ridden, Hosts and ghosts. (It does not work on vampires, mages or other oni.) When invoking the ritual, the ritemaster merely needs to bring out the food and set one of the meals down before the creature.
Obon

Cost: 1 Essence per "meal" prepared
Dice Pool: Harmony+Rituals vs. Resistance (or Resolve+Supernatural Advantage); Apply Rank differences
Action Instant (once food has been prepared)

Success: The yokai is bound to a 10-yard radius around the meal laid out by the ritemaster. The ritemaster must stay within 10 yards of the meal, as well, or the ritual ends.

The ritemaster may, as noted above, ask one question per meal served. Only one type of meal may be served during this ceremony. In other words, the ritemaster may not lay down a rice cake and then follow it up with a bowl of tea. Bringing new food means she must perform the ritual anew (making the Harmony+Ritual roll against the yokai’s Resistance). (Note that any of the questions asked will be answered honestly by the spirit — but honesty does not imply accuracy. The spirit may have incorrect information, and will pass that misinformation along as gospel truth.) The spirit is bound to the area for one hour per meal. The ritemaster may only put down one meal (and ask one question) per hour.

The spirit does not necessarily need to eat the meal (though many do). The ritemaster, similarly, does not need to consume any of the prepared food or drink. The food must only be present. At the end of the hour, whatever is left of a single meal collapses into mold and dust.

If at any time the ritemaster decides to leave the 10-yard radius around the meal, the ritual ends. Also, the ritemaster may not bring violence against the entity targeted by the rite. Doing so costs a Willpower point (while the ritual remains active), and also ends the ritual prematurely.

Exceptional Success: The most successes (five or more) are rolled for the ritemaster. The werewolf may ask one additional question per meal (two total per meal).
Temae,
Rite of the Shadowed Hunt
This rite allows a werewolf to open a gateway into the Underworld.

Performing the Rite: This rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance. The ritemaster stands before the gate or locus, and makes an offering to Death Wolf. This offering must involve a living sacrifice, but any living creature, even a mouse, will do. The werewolf then draws the First Tongue sigils for “death” and “crossing” in the victim’s blood, and sits in silence until the gate opens.

Dice Pool: Harmony+Rituals
Action Extended (20 successes needed; each roll requires one minute of meditation)

Success: Successes are added to the total. If the player reaches 20 successes, the gateway opens to the Underworld, and remains open for one hour per dot of the ritemaster’s Harmony. It cannot be closed early, and once open it admits anyone to the Underworld.

Exceptional Success: Considerable successes are added to the total. If the ritemaster concludes the rite with an exceptional success, Luna sees the rite in progress but acknowledges that it must be so. She sends a Lune to watch the gate and make sure no one but the pack members (and any allies they designate) enter it.
Rite of the Shadowed Hunt,
Rite of Slaying the Truth
Some secrets should remain secret. But information, the Bone Shadows note, seeks to flow into places of lesser concentration. This means that people seem to have a way of learning things that they shouldn't, and sometimes it rankles the werewolves’ consciences that someone who learned a truth that they cannot be allowed to possess should die for it. This is especially true if the offending person isn’t a scholar or an investigator, but just a normal human who picked up the wrong book or turned down the wrong path.

Performing the Rite: The target needs to be present and unconscious for this rite to work. Normally, the Uratha drug the target or abduct him while he sleeps. The ritualist and any assistants have to work in complete silence — even a cough will disrupt the rite. They surround the sleeping target and trace glyphs in the air above his body, and then release a small insect onto his skin. The insect becomes infused with the power of the rite, buries into the target’s ear and poisons the spirit of the targeted memory. The spirit then dies and is absorbed into the target’s body. The target awakens a few hours later, but has no recollection of whatever event or knowledge the werewolf removed. Of course, the werewolves need to make sure that the target doesn't simply relearn the secret.

Dice Pool: Harmony+Rituals vs. Resolve+Composure
Action Extended and Contested (30 successes; each roll represents five minutes)

Success: Progress is made toward the goal. If the ritualist reaches 30 successes before the target, the spirit-insect kills the spirit-memory, the information disappears and the target awakens in the morning feeling confused but otherwise intact.

Exceptional Success: Significant progress is made toward the goal. If the ritualist reaches the goal with 35+ successes, the target “smoothes out” his own memory. The information disappears, but the target has no lost time, holes in events or incongruous recollections that would tip him off that something is wrong.

Modifier Situation
+3 Subject already suffers from amnesia of some time.
+1 Ritualist has a Medicine Specialty in Neurology.
–1 Subject has never seen the ritualist’s face.
–3 Ritualist does not possess the Medicine Skill.
Rite of Slaying the Truth,
Shadow Play
This costly rite calls upon the reflection of a loca-tion to replay a portion of its spiritual lifespan. With this rite, ritualists can often learn of events or times when a particular place had a different resonance or of tragedies that occurred there in the past. Though the rite has the power to reach back for centuries, it levies a terrible cost to do so. Because of the allegorical nature of the Shadow, it doesn’t give definitive answers to questions like, who burned down the old Phillips house? Such a question would be answered only if the arsonists somehow struck from the Shadow — such as using a fire elemental to com-mit the crime from the other side of the Gauntlet — and, even then, only the fire elemental might be revealed. What the rite does show is how the place’s reflection has changed over time in the Shadow.

Performing the Rite: The performance of this rite must take place in the reflection of a location in the Shad-ow. The ritualist first demarks the boundary of the area she wishes to perform the shadow play for her — leaving chiminage to the local spirits at key points. Then she per-forms a ritual howl and lapses into a trance. While others in the spirit world begin to see strange bands of distortion, they do not see the shadow play itself — the vision is only granted to the ritualist.

Cost: 1E per success
Dice Pool: Harmony+Ritual
Action: Extended (1 to 100 successes, depending on Essence spent). Each roll represents five minutes.

Success: Successes are gained. Each success allows the ritualist to replay five years of change in roughly five minutes at the cost of one Essence. This is not like a CD playback in which the user has full control to stop, start, search and pause the shadow play once it starts. While she can attempt to search for particularly significant events (ones that would have generated Essence flavored with a particular resonance, for example), it is very difficult to control precisely.
Exceptional Success: An exceptional success replays 50 years of past occurrences for merely one Essence.

Modifier Situation
+2 Chiminage is very valuable to local spirits and/ or connected to the events the ritemaster is interested in.
+1 The area has some connection to the ritemaster, such as within her territory.
+1 The area has a particularly strong reflection in the spirit world.
+1 The ritualist is a Cahalith.
+1 Chiminage is valuable to local spirits.
+0 The area is equivalent to a large room.
–1 The area is equivalent to a house.
–2 The ritemaster is attempting to locate a particular event.
–2 The area is equivalent to a building.
–4 The area is equivalent to a city block.
Shadow Play
Essence: 11/2; -1 Starting (Well-Fed 2, Tithe -3)

Attacks.............................Damage.....Dice Pool.....Special
Bite (Gauru)............................. 2(L)............9/11………9-Again, Woad Tattoos

Werewolves and Claimed

Lisa/01
Lisa Richardson

Type: Spirit-Claimed
Affiliation: Guardians of the Veil
Cabal: The Mortlake Division
Claimed: 2003
Apparent Age: Early 20s



Virtue: Pragmatic
Vice: Curious

Background: Lisa was smart. Really smart. Maybe even a genius. She went through college at a very early age, driven by her mother, and came out of it with a PhD in computer science. Her thoughts were always very organized — at least to her. Every person gets an associated color, which connects her to her thoughts on the person and allows her to put her acquaintances into groups. The rest of her life was a lot like that. She went to Dr. Melissa Westly for help, for OCD, for depression, for schizoid-personality-disorder, mild agoraphobia...

When 01 addressed her through her computer late at night, she almost thought she was going even crazier (an event not unanticipated). Passing the Turing test only made her think it was a trick, but the entity proved itself real to her. Communicating with her with her modem disabled proved something, and she was curious enough to want to know what. 01 could show her, it promised, if she would just let it in. Lisa's not sure how, but she did.

Lisa slowly grew… more. She was always very smart, able to keep in mind and analyze large quantities of data at one time. Her limits vanished almost overnight. She felt like she was becoming smarter and faster all the time. Her perceptions sharpened to the point where she almost never missed anything — anything that went on in her environs, she recognized, analyzed and catalogued. Moreover, Lisa found that she could do nearly anything with computers. She had always made them dance, but now they did things she didn’t think they were supposed to be able to do. But she would find ways. Best of all, her mental handicaps disappeared. It was as though her brain was suddenly cleared and expanded at the same time. Paradise.

Now, Lisa doesn’t talk to 01 anymore. It’s in her head. She figured that 01 was the construct of an experimental supercomputer AI that somehow found a way to leap from her screen into her head. Then the werewolf and the mage informed her that 01 was a spirit who'd merged with her mind. Lisa didn't mind at all. It’s what she always was, but better and more efficient. And now she's not crazy. Or at least, not in the ways she used to be.

Wherever she lives, Lisa tends to create a den. She has food brought to her door and never willingly leaves her quarters, instead letting her mind wander the digital world. She splits her time between working on projects like that, connecting with computers across the world just to see what’s on them and building her own computer (with mail-ordered parts, naturally).
She’s thinking of making it trinary.

Before the change, Lisa looked like your average, everyday 20-something-year-old Afro-Caribbean PhD computer geek. Maybe she was pretty, but it was hard to see because she never did anything to show it off. After the change, even the possibility of pretty disappeared. Her skin darkened to the “desktop black” of popular computers. Her eyes are flat, gray light-sensitive apparatus. Fingernails and hair became silvery silicon. She now moves with a fluid grace, the most energy efficient method of transport she can devise, and her voice is almost monotone.

Rank 2
Mental 8; Physical 1; Social 0
Willpower: 1
Synthesis: 3
Notable Powers: Technology & Computing


The Piccadilly Circus Goblin Market & Holding Post

"Smiley" Reid
Olivia Reid

Type: Werewolf
Pack: The Temple Guard
Tribe: Storm Lords.
Lodge: The Lodge of Crows
Auspice: Elodoth.
Aspect:
9-again on all Empathy, Investigation, and Politics rolls to find the truth of things; Gains the Suspicion mild derangement
Lul Galah, the Truth-Seeker
Born: 1976



Virtue: Patient
Vice: Deceitful

Background: As the Alpha of a Pack known for shadowy activities, it is only fitting that not much of Ms. Reid’s history is known. Anyone investigating can find out that she attended Glasgow Caledonian University in order to study Archaeology. After achieving a 1st with honours, Olivia moved to London to pursue her PhD in the subject. It was at this point she hooked up with the Temple Guard. Six months later, half the Pack was dead.

Nobody knows how everything came about, but the circumstances are generally known. One Pack member was killed in a match with another Uratha he had a grudge against. Four months later, two were slain while investigating rumours of treasure abandoned in the sewers; they were eaten by Beshilu. And the last simply was spotted in the river Thames, as though she had fallen in and drowned - the case was ruled as a suicide.

How much does this have to do with Olivia? Nobody is sure. The Alpha took to her quickly, for she was clever and resourceful. The old man soon declared that he was training her as his successor. But she was no assassin - her tasks were information gathering assignments, using secrets against others. Aside from her and the Alpha, only the true Pack assassin remained alive… but not for long. His lover was killed in a fire, and he took his own life with a fact acting poison.

Perhaps all this was coincidental. Perhaps not. Both Olivia and the previous Alpha are the subject of theories, but nobody has proof. Olivia only makes a more attractive target because nobody knows her history - they say that the Alpha was training her long before she ever joined the Pack. Some even say the worked together to execute their own, but most don’t believe this - why kill their own people?

Regardless, it was their job to re-build the Pack. The Alpha declared his retirement, leaving Olivia the sole Pack member. But she was a clever woman, with wealth and secrets left to her by her mentor - she soon started to recruit, starting with two werewolf siblings dabbling in minor-league crimes and elevating them. All of the members of her Pack owe her something, and she maintains an iron hold over all of them. She has also secured continual access to the Temple Church as an archaeological site. All of the Pack have fake credentials with which to gain access at any time.

And the ex-Alpha? He disappeared, too. Only he has never been found.

Olivia is not the kind of woman one might picture as a Pack Alpha. Quiet and relatively unassuming, she is quick with a smile and faster with her wit. To those outside her social circle, she leaves a bland impression of niceness.

Those who do know her, however, have seen the iron core of determination at her centre. Olivia is a woman who knows what she wants, and who to send to get it. She rarely dirties her hands herself - instead she chooses a weapon from her arsenal and makes a surgical strike. This might be as simple as dropping the right clue in the hands of someone investigating, or as involved as sending one of her wolves out for blood. She has no qualms about using any method to obtain her goals. And if somebody she sends out never returns? Well, there are plenty more werewolves who would jump at the chance to join her.

This isn’t to say she is cruel or uncaring. If given the chance, she will do what she can to protect her packmates - just not at her expense. Despite this, her Pack is loyal - she is fair, generous with praise and rewards, and never intentionally sends someone on a mission they can’t handle. Since she only recruits capable werewolves, most in the Pack have little to fear.



Rank 3
Mental 5; Physical 2; Social 5
Willpower: 1
Primal Urge: 5
Notable Powers: Information Gathering




Oleander
Leslie Titching

Type: Werewolf
Pack: The Temple Guard
Tribe: Storm Lord
Auspice: Irraka
Born: 1978



Virtue: Trusting (primarily around women)
Vice: Stubborn (also primarily around women)
Long-Term Aspiration: To have a non-screwed-up family

Background: In 77 AD. Pliny the Elder described oleander as "an evergreen, bearing a strong resemblance to the rose-tree, and throwing out numerous branches from the stem; to beasts of burden, goats, and sheep it is poisonous, but for man it is an antidote against the venom of serpents." Pliny may have been one of the foremost naturalists of the ancient world, but he was woefully mistaken about oleander. The flowering shrub, with its red, pink, yellow, or white blossoms is among the most toxic in the world. For centuries, it has been used in murders and factored in accidental deaths. They called it the 'be-still' tree.

That Leslie Titching chose the oleander for his deed-name would be considered suggestive of certain things about the man. He came from humble roots, one of four half-siblings in the Council Estates of Tottenham, raised by his mother and a seemingly-endless succession of her boyfriends. He dropped out of school, working for a local florist for a time. One brother in and out of jail, one sister constantly on the latest drugs, Leslie kept things together as he grew up and his mother slid into alcohol-forced dementia. He did some things he wasn't too proud of, but when one's a broke kid in the Estates, one doesn't have all that many options.

Unfortunately, or fortunately, for Leslie, one of his mother's fly-by-night boyfriends had been a werewolf, and after a late night drug-deal gone very, very, wrong, Leslie changed beneath the black sky of the New Moon. There was blood on the streets of the East End that night, and little of it was Leslie's.

The next few nights were a haze of paranoid terror. It seemed an open question as to whether the Met would find Leslie first, or the friends of his victims did. But Leslie was just temperamentally unsuited for terror. He started moving, quietly, carefully, to cover things up. There was some acting involved, and a lot of lying, and a couple of other 'attacks' on gangland figures whom Leslie knew. He was pulling it off quite well, until a woman met him one day in a park and flashed him a sharp-toothed grin. Leslie, she asked, would you like to go professional?

And so he did. They call him Oleander now, after a hit-job that led him to poison another werewolf, a dangerous old monster out in Manchester, with a truly massive quality of oleander. There's always people that need someone dead, or something sensitive handled, and Oleander knew how to keep his mouth shut and keep their secrets. He's seen a lot of things nowadays, some of them utterly freakish, others merely horrible, but Oleander keeps his mouth shut and his eyes open. He's smarter than most bruisers, but he plays dumb, and it works.

In his private life, he's a control-freak. Powerless in youth, he has to control what there is around him. He's a health-nut, being exquisitely aware of all the things that poison can do, and he's a physically powerful man, with a gym-rat's hard-muscled body. For most of his life, he was a notorious womanizer, though that faded when he met Lauren Darrow. He actually loved her, he really did, and put up with things he wouldn't have from most other people. But some things just don't seem destined to work out. Things came to a head in 2009, [Heartless], and when the fallout was over, Lauren and Oleander were apart for good, and Oleander settled down with Rebecca Lee, the fetch, and with a crisis of conscience.

Thing is, Oleander had always been violent. His First Change had lost people their lives, and though his iron self-control kept that from happening again, he had always been someone for whom the lives of strangers never really meant much. People died all the time in the Estates, the important part was keeping you and yours safe -- it was a mindset that shifted to the pack-and-herd dichotomy of the werewolf mindset with great ease. Other people didn't much matter. So Oleander was an assassin... except the event in Highgate Cemetery has prompted him to re-examine what he did. He saw himself from the outside, and he didn't like what he saw.

Of course, it was one thing to realize this, and another to do something about it. Since then, Oleander's been trying uneasily to find some sort of moral foundation. He's hardly turned into a pacifist since Highgate, and when one's entire Pack and a good chunk of the supernatural population knows you as a killer and expects you to stay a killer... turning that around is hard. Mostly, Oleander's become pickier about his targets and much more careful about his collateral damage, realizing that the people he's killed have had lives and families and loved ones too. Some people still need killing, though -- monsters both mortal and supernatural. Of that Oleander has no doubt, and again, it isn't as though retirement is possible.

Finding a moral ground between psychopath and pacifist is surprisingly difficult, Ollie's finding.
Tribe: Storm Lords
Auspice: Irraka

Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 4 (5/7/6/4), Dexterity 4 (4/5/6/6), Stamina 3 (4/5/5/4)
Social Attributes: Presence 3, Manipulation 2, Composure 3

Mental Skills: Investigation 1 Occult 1, Medicine (Poison) 1, Politics 1
Physical Skills: Athletics 4, Brawl (Grapple x2, Chain x2)
4+Pledge
5, Larceny 3, Stealth (Ambush; 8-Again when Ambushing)
4+Pledge
5, Survival 3
Social Skills: Empathy 1, Intimidation 2, Streetwise 2, Subterfuge 3

Merits: Allies (Criminal)
Tong+Temple Guard
3, Common Sense 3, Quick-Draw (Chain) 1, Resources
3+Well-Paid
4, Status (
Well-Paid, Influence (Criminal)
Tong) 2, Status (
Influence (Criminal), Where the Bodies are Buried
Temple Guard) 2, Striking Looks (Gym Rat) 1
Combat Merits: Choke Hold 2, Fighting Style (Close Quarters Combat) 4, Fighting Style (Grappling) 1, Fighting Style (Street Fighting) 2, Shiv (Chain) 2
Lair: Suburban House

Willpower: 6
Harmony: 4
Universal Banes: Silver, Aura of Menace, Death Rage
Personal Banes: Chronological Trigger -- Wolf (New Moon)

Initiative: 8 (8/5/9/9) (w/ CQC in H&D forms; Chain in H&D&G forms)
Defense: 4 (4/5/6/6)
Health: 8 (10/12/11/8)
Size 5 (6/7/6/4)
Speed: 13 (14/18/20/18)

Primal Urge: 3
Renown: Cunning ●●●●●, Honor ●●
Gifts:
1st: Feet of Mist (Stealth), Partial Change (Mother Luna), Soundless Strike (Stalker's Moon)
2nd: Running Shadow (Stealth), Crack in the Armor (Cunning)
3rd: Blending (Stealth), Shadow Step (Darkness)
4th: Vanish (Stealth)
5th: Shadow Flesh (Stealth)
Essence: 12/3
Totem Boons: Investigation +2, Occult +1
Pledges:
Broken Hearts
Type: Vow
Tasks:
[Ollie] - Lesser Alliance (-0), Medial Forbiddance; Reveal what happened at Highgate Cemetery (-2)
Boons:
[Oleander] – Adroitness: Stealth, Brawl (+2)
Sanction: Lesser Curse (-1), Flaw: Nightmares (-2)
Duration: Decade (+3)
[Exceptions] The pledge is not broken and the curse is not triggered if a clause is broken or unfulfilled for any of the following reasons:
-Refusal to betray another friend or ally.
-Either party is rendered physically or mentally incapable of fulfilling the pledge, either by external or internal conditions.
-Either party is forced to break the pledge by supernatural means or mind control.
-Either party was unaware their course of action or inaction would violate the pledge.
-Either party breaks the vow of secrecy in the context of the confessional or medical/psychiatric treatment
Broken Hearts

Attacks.............................Damage.....Dice Pool.....Special
Chain Grapple (Hishu)………….2L……………14…………Cracks in the Armor
Chain Grapple (Dalu)……………2L……………15…………Cracks in the Armor
Chain (Gauru)........................2L...............17..........9-Again, Cracks in the Armor

Lucy Carpenter
"Quiet as Thunder"

Type: Werewolf
Pack: The Temple Guard
Tribe: Storm Lords
Auspice: Irraka
Aspect:
Gain 9-again on Stealth and Streetwise rolls; cannot keep any property that another pack member could put to better use
Luzak, the Thief
Born: 1983



Virtue: Loving
Vice: Short-Tempered

Background: Lucy and her twin brother, Lewis, were orphaned as children after their mother died of an overdose. Even their mother did not know who the father was, so the two of them were placed in an orphanage. The two of them were adopted when they were four by a couple who had been unable to conceive on their own.

Lewis was able to remember his birth mother, thanks to his impressive memory. He thought nothing of telling other kids at school, but he and his sister were bullied because of it. Lucy’s fierce nature meant that she fought back with insults, but Lewis took it badly and became very quiet and shy, developing a stutter. She and her brother had few friends at school.

Their home life was good, however, as their adoptive parents cared a great deal about them. Unfortunately, when Lewis and Lucy were fifteen tragedy struck again; their parents were killed in a car crash. Rather than go back into the system, they ran away together.

Living on the streets wasn’t easy, but they survived. Lucy was a skilled thief and soon they realised they could turn their individual talents to good use; by going after bigger jobs. Lewis was a dab hand with computers, so they stole one and set themselves up in a small apartment. Then Lewis would penetrate and disable security systems while Lucy snuck into various places and stole things. The pair were excellent at this. When they had their first change, Lucy’s skills as a thief were further enhanced by her Gifts.

They made a good living for themselves, good enough to move into a nice little flat in a decent area of London. To this day, they aren’t certain how Olivia discovered who they were or where they lived. However, she did, and she extended an invitation to the Temple Guard to them. They accepted, and neither has ever regretted joining the Pack.

Now with a taste of real stability, Lucy established herself as a high end professional thief for hire. She is very good at her work, thanks to her skills and Gifts. Her work tends to be spread out, so she found herself a social life; a few girlfriends, though few serious. Engaging in hobbies with friends. Having a good time. Lewis still helps Lucy with her work as a thief, but only occasionally; she doesn’t need his help a much anymore.

Lucy is a very feisty young woman. She is quick to give her opinion, to criticise and to suggest alternatives. Unlike her brother, she is very outspoken. She doesn’t hesitate to speak, and her criticisms are brutal in their honesty. Yet she is always fair with them, if a little blunt. She loves her work; successfully stealing is a thrill for her, the bigger the job the better. She loves nothing more that a difficult job, and the adrenaline rush means she usually calls a friend with benefits right after. She is very in touch with her wolf side; she likes to hunt, to camp, to get back to nature.



Rank 2
Mental 2; Physical 4; Social 3
Willpower: 1
Primal Urge: 3
Notable Powers: Burglary


"Ace of Cables"
Lewis Carpenter

Type: Werewolf
Pack: The Temple Guard
Tribe: Iron Masters.
Lodge: The Lodge of Wires
Auspice: Ithaeur
Born: 1983

Virtue: Confident
Vice: Corrupt

Background: Lewis and his twin sister, Lucy, were orphaned as children after their mother died of an overdose. Even their mother did not know who the father was, so the two of them were placed in an orphanage. The two of them were adopted when they were four by a couple who had been unable to conceive on their own.

Lewis was able to remember his birth mother, thanks to his impressive memory. He thought nothing of telling other kids at school, but he and his sister were bullied because of it. Lucy’s fierce nature meant that she fought back with insults, but Lewis took it badly and became very quiet and shy, developing a stutter. He and his sister had few friends at school.

Their home life was good, however, as their adoptive parents cared a great deal about them. Unfortunately, when Lewis and Lucy were fifteen tragedy struck again; their parents were killed in a car crash. Rather than go back into the system, they ran away together.

Living on the streets wasn’t easy, but they survived. Lucy was a skilled thief and soon they realised they could turn their individual talents to good use; by going after bigger jobs. Lewis was a dab hand with computers, so they stole one and set themselves up in a small apartment. Then Lewis would penetrate and disable security systems while Lucy snuck into various places and stole things. The pair were excellent at this. When they had their first change, Lucy’s skills as a thief were further enhanced by her Gifts.

They made a good living for themselves, good enough to move into a nice little flat in a decent area of London. To this day, they aren’t certain how Olivia discovered who they were or where they lived. However, she did, and she extended an invitation to the Temple Guard to them. They accepted, and neither has ever regretted joining the Pack.

Now with a taste of real stability, Lewis decided to go after an education. He obtained a degree in artificial intelligence and joined the research staff at his university. He still helps Lucy with her work as a thief, but only occasionally; she doesn’t need his help a much anymore.

Quiet and shy, Lewis must be prodded into giving his opinion on something. He is insightful, clever and polite - nobody would guess that he has (and sometimes still is) involved in criminal activities. He has absolutely no desire to engage in violence of any kind. If possible, he always stays at home and acts as tech support. He is unfailingly loyal to the Temple Guard; only his sister means more to him. Lewis is not very in touch with his wolf side - in fact, he is remarkably out of touch with it.



Rank: 2
Mental 4; Physical 3; Social 2
Willpower: 1
Primal Urge: 2
Notable Powers: Computers



Cinder
Alice Pleasant

Type: Werewolf
Affiliation: Freehold of New Jerusalem
Court: Summer
Entitlements: Crimson Paladin, Knight of the Rose
Auspice: Pure
Tribe: Fire-Touched (Rogue)
Born: 1979





Virtue: Courageous
Vice: Violent
Long-Term Aspiration: To achieve inner peace

Formerly a Fire-Touched Paladin, and leader of the small ex-Pure pack known as Revelation. Cinder is a calm, focused individual who can seem easily distracted or careless at times. Young for a paladin, she acquired her position by means of prophecy and interpersonal skill, and so is much more a leader than a fighter. At the same time, she is also extremely comfortable in her wolf form, which can make her an unexpected foe.

Cinder currently claims a locus in Green Park, acquired with the help of spells cast by J. Ilkin Aylesworth. She also has some extremely tenuous and uncertain relations with Othello, her father.

Quote:
Originally Posted by Cinder talking to J.T. Underwood
"I was born in '79. My parents were supposed to be Thomas and Phoebe Pleasant. But they weren't. My mother met a man, a strange young man who said beautiful words, and who knew magic. Who was magic. His name was Felix March. Now his name is Othello. One is as real as another, I think. My mother loved him. She never stopped loving him. After the divorce, she had a picture of him framed on her night-stand."

Cinder shifted and reached into her jeans pocket, and took out a faded, much-folded photograph. Despite the poor quality, it showed a whimsical young man, dusky-skinned and dark haired, with green eyes. He wasn't necessarily handsome, but he looked like fun, with his outsized bowtie and his outsized grin, and laughing, bright eyes.

"I took after my mother completely when I was born." Cinder said, shrugging. "I don't know why. I'm not sure how she knew I was his. Magic, I suppose. Or maybe he told her. I don't know. She'd talk about it later, you see. When she was alone, and thought I was asleep or not paying attention. But Felix took me when I was just born, and he gave me my Curse. Then he left."

"When I changed... it was some stupid argument with my mother. My stepfather had long since left. I think he knew, in the end, I wasn't his." Cinder sighed. "I Changed, and I was a monster... I have her blood in my throat."

Tribe Fire-Touched (Rogue)
Auspice Pure

Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 5 (6/8/7/5), Dexterity 4 (4/5/6/6), Stamina 5 (6/7/7/6)
Social Attributes: Presence 5, Manipulation 1, Composure 2

Mental Skills: Crafts 1, Investigation 1, Occult 2
Physical Skills: Athletics 3, Brawl (Claws x2) 5, Stealth 1, Survival (Urban) 4
Social Skills: Animal Ken 1, Empathy 3, Expression 3, Intimidation (Howl) 4, Persuasion (Making a Deal +2) 0, Streetwise 2, Subterfuge 1

Merits: Allies (Medical)
Freehold
3, Destiny (Bane: Her Father) 5, Fast Reflexes 3, Giant 3, Hunting Ground (Green Park) 5, Indomitable 2, Iron Stamina 3, Language (First Tongue) 1, Mantle (Summer) 3, Status (
Well-Fed, Support Group, Glamorous, Influence (Medical)
Freehold) 3, Striking Looks (Amazon) 1, Unshakable 2
Lair: The Green Park Tree

Willpower: 6
Harmony: 8; +2 Support Group
Universal Banes: Silver, Aura of Menace, Death Rage
Personal Banes: Silver Allergen, Chronological Trigger -- Wolf (Crescent Moon)

Initiative: 9 (9/10/11/11); Visage of Fenris
Defense: 4 (4/5/6/6)
Armor: 3/3 (Gauru)
Mental Shield: 2 (Indomitable)
Health: 11 (13/15/14/11)
Size 6 (7/8/7/5)
Speed: 14 (15/18/21/19)

Primal Urge: 5
Entitlement Powers: Awe and Terror (Crimson Paladin); Valiant Heart (Knight of the Rose)
Renown: Glory ●●●●●, Purity ●●●●●, Wisdom ●●
Gifts:
1st: Sense Emotion (Insight), Partial Change (Mother Luna), Visage of Fenris (Battle), Crushing Blow (Strength)
2nd: Scent of Taint (Insight), Hone Rage (Rage), Anybeast (Mother Luna)
3rd: Primal Howl (Father Wolf), Command Fire (Elemental)
4th: Legendary Arm (Strength), Savage Rending (Father Wolf), Spirit-Skin (Inspiration)
5th: Savage Might (Strength)
Rituals: ●●●
1st: Banish Human, Blood Ogham, Rite of Dedication, Rite of Penance, Rite of Contrition,
2nd: Banish Spirit, Scarlet Messenger, Call Gaffling;
3rd: Bind Human, Bind Spirit, Call Jaggling
Essence: 14/5; +8 Starting (Hunting Ground 5 + Well-Fed 3)

Attacks...........................Damage.....Dice Pool.....Special
Punch (Hishu)......................... 0L.............10/15.............Crushing Blow
Claws (Gauru).........................1A.............16/21…..………9-again, Hone Rage, Savage Might
Throw (Gauru)........................(Str)...........8+Size.......Range 7+Strength Yards, Can pick up an object of up to (Size) w/ Legendary Arm
Command Fire...........................5L...........14/19.............1E, Deals Fire Damage; Gauru (+3; 9-Again), Hone Rage, Savage Might

Buff List: Hone Rage (1E), Savage Might (1E), Savage Rending (2E)




Gabriel Law

Type: Werewolf.
Pack: The Thunderpaws
Tribe: Bone Shadows.
Auspice: Cahalith
Born: 1955



Virtue: Hopeful
Vice: Lazy

Background: Gabriel Law started out as baker, but now owns a small chain ("Have Your Cake") in London and the surrounding areas. Undergoing his First Change back in the late seventies, Gabriel ran with another pack known as the Thunder's Hope, up until the early eighties, when they were mostly slaughtered by an Azlu the size of a minibus. The Spider-Host cut his throat, but he survived. Only one other of the Hopes survived, the one who finished the Azlu off before they could start devouring the dead Pack members. Gabriel wanted to start a new Pack with ______, but recriminations over just who had done what in the lead-up to the disaster prevented this idea from ever getting off the ground.

It was this near-death experience that sent Gabriel into the Bone Shadows, and into the particular mysticism that they espoused. He learned an ever-increasing amount of spirit-lore, and after bouncing about as a member of a few other packs and as a lone wolf, in time created his own pack, the Thunderpaws with his Beta and (eventual) wife, Tiffany Llewellyn-Pritchard. He is by nature a fairly even-tempered, if sometimes irritable man, but the Azlu bring out a ruthless, vicious side of his personality, one that has caused trouble within the Thunderpaws.

Calm and level-headed, Gabriel has attained a position of leadership in the Forsaken society on the back of his age, experience, and diplomatic demeanor. Gabriel is skilled at conciliation and compromise, and it is largely due to him that the packs of London even occasionally work together. His bakeries and temporal wealth make him a useful man to know as well, and Gabriel leverages this for all it is worth when dealing with Uratha and spirits alike. Having lost his previous pack, however, Gabriel has a tendency towards over-protectiveness, and perhaps overindulgence, with his own pack.



Rank: 3
Mental 4; Physical 3; Social 5
Willpower: 1
Primal Urge: 5
Notable Powers: Diplomacy





Tiffany Llewellyn-Pritchard

Type: Werewolf
Pack: The Thunderpaws
Tribe: Iron Master
Auspice: Elodoth.
Born: 1965



Virtue: Peaceful
Vice: Indecisive (Over-Thoughtful)

Background: Tiffany Pritchard was a successful trainee therapist in Swansea when she went through the First Change, fresh out of the university. Rather than fall apart, she pulled things together by force of will and a paranoid fear of losing control. Offered a position helping Armed Forces members, Tiffany spent several years travelling to different British and American military bases during the early 1990s, and was very peripherally involved in the first Gulf War. She married a Welsh soldier, Dai Llewellyn, in 1991, though she never told him the truth of what she was. On military bases, never staying in one spot for too long, it was possible to stay isolated from the world of the Forsaken. But not from life completely. Tiffany was transformed, running through a forest in Bosnia, the same night in 1994 when Dai died in a botched operation, murdered by Serbian paramilitaries.

After that, travelling the world for Queen and Country rather palled. Tiffany accepted a transfer offered by a sympathetic superior and settled at London. She she continues to work with the Ministry of Defense to this day, providing mental health services to veterans, though she also has a small private practice primarily for other supernaturals.

She encountered Gabriel on a run in the city; recognising one another as werewolves, they got to talking. Tiffany was new and looking for a Pack, Gabriel had lost his own pack almost fifteen years ago and had bounced around between other packs, never truly accepted. They decided to start a new pack together, and set up 72 Zealand Road as their new pack home. One thing led to another, and a few years afterwards they were married, though Tiffany kept her Dai's name, for both personal and professional reasons.

Tiffany is the second-in-command of the Thunderpaws, and functions as the pack's ambassador. Anyone who wants to see Gabriel goes through her first. Before his exile, Tiffany had been training Michael as her successor in the role - unofficially, having taken Michael under her wing.

Kind and considerate, Tiffany is what you might expect of a counsellor - she is always thinking of others, taking their thoughts and feelings into consideration. She looks after the Pack’s mental well-being, solving disputes and smoothing ruffled feathers. She is also good for insights into the behaviour of others. She can be over-analytical and over-cautious at times, taking too much time considering every possibility rather than taking action when it is required. Like Gabriel, she'd been hurt before, and the possibility of losing her loved ones again is just too much to bear.

Tiffany's most notable trait is that she is an extremely good listener, and she tends to keep her ear to the ground. If there is something that affects the werewolf community of London, chances are good that Tiffany will be one of the very first to hear it.



Rank: 3
Mental 5; Physical 3; Social 4
Willpower: 1
Primal Urge: 5
Notable Powers: Empathy


Jeremy Campbell

Type: Werewolf
Pack: The Thunderpaws
Tribe: Iron Masters
Auspice: Irraka
Born: 1986



Virtue: Clever
Vice: Hasty
Long-Term Aspiration: To get Michael back into the Thunderpaws

Background: Growing up in Dublin, Jeremy fell in with the wrong crowd and got hooked on heroin. His parents were both drunks, abusive to each other and their son. Jeremy went through the First Change unnoticed, but it scared him - thinking he was losing his mind, he tried to quit. His dealer didn’t like the idea of losing a paying customer, so he threatened him. Making a break for it, Jeremy caught a boat to England and ended up in London, going through withdrawal and changing at random, unable to control it. He lived on the streets for a year, avoiding other werewolves and strung out half the time, until he ran into Gabriel.

Having experimented with drugs in his youth, Gabriel knew what it could do to a werewolf, so he took Jeremy and locked him up for a week to sober him out. With Tiffany and Phyllis’ help, Jeremy got clean - and thanks to the horrible experiences of erratic changes, he never wanted to go back. But he asked the Pack to watch him for signs he was slipping.

Living with Gabriel and Tiffany, Jeremy applied to and was accepted at a college to do animation, his big passion. His new interest in technology has also led him to join the Lodge of Wires after being aggressively pursued by some of the local lodge members, including the Ace of Cables.

Jeremy is a quiet young man. He is very opinionated, but rarely shares his opinions (or himself) without someone to draw him out. He is clever and creative, and a very fun person to be around when he has been drawn out of his shell. However it takes someone that he likes and trusts to do so, and there aren’t many people like that outside of the Thunderpaws. Jeremy is very slow to trust but once he does he is faithful for life.


Tribe: Iron Master
Auspice: Irraka

Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 2 (3/5/4/2), Dexterity 4 (4/5/6/6), Stamina 4 (5/6/6/5)
Social Attributes: Presence 2, Manipulation 1, Composure 3

Mental Skills: Academics 2, Computer (Graphic Design) 3, Crafts 2, Investigation 2, Science 1
Physical Skills: Athletics 3, Brawl 2, Larceny (Pickpocketing) 2, Stealth (Crowds)
3+Small Framed
5, Survival 1
Social Skills: Empathy 1, Expression 2, Streetwise 1

Merits: Small-Framed 2, Status (
Support Group
Thunderpaws) 1
Lair: 72 Zealand Road

Willpower: 6
Harmony: 6; +1 Support Group
Universal Banes: Silver, Aura of Menace, Death Rage
Personal Banes: Situational Trigger – Rage (Anger)

Initiative: 7 (7/8/9/9)
Defense: 3 (3/5/6/6)
Health: 8 (10/12/11/8)
Size: 4 (5/6/5/3)
Speed: 11 (12/15/18/16)

Primal Urge: 2
Renown: Cunning ●●●
Gifts:
1st: Feet of Mist (Stealth), Left-Handed Spanner (Technology), Partial Change (Mother Luna), Sense Weakness (New Moon)
2nd: Running Shadow (Stealth), Nightfall (Technology), Anybeast (Mother Luna), Slip Away (New Moon)
3rd: Blending (Stealth), Iron Treachery (Technology)
Essence: 11/2
Totem Boons:

Attacks...........................Damage.....Dice Pool.....Special
Bite (Gauru)........................ 2(L)............ 9………9-Again




 

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