Classification: Union // Open

Gifts

1048 records

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Name Level ▲ Group Cost Source
Absolute BalanceCB
Acid TalonsBotW
Alms to the PoorGnosisCB
Alter MoodGnosisCB
Apecraft’s BlessingsHomidW20
Aura of ConfidenceHomidCB, W20
BalanceCB, W20
Bale ArmorWillpowerBotW
Bale AuraWillpowerBotW
Banish SicknessGnosisCB
Beast SpeechHomidCB, W20
Beat of the Heart-DrumHomidGnosisCB, W20
BefriendCB
BellowRage, WillpowerCB
Blessing the BladeGnosisCB
Blood of PainCB
Blood of the DeepsCB
Blood ScentSame-BitoCB
Blood WebsWillpowerCB
Blur of the Milky EyeHomidCB, W20
Bones as CoilsCB
BreachCB
Breakfast of StonesCB
Breath of the WyldHomidW20, CB
Breath of Yu-ChiangCB
Brief SensationGnosisCB
Brother’s ScentHomidGnosisCB, W20
Bunyip’s SpellWillpowerW20
Burning the VisionWillpowerCB
Call of the WyldHomidW20, CB
Call the BreezeHomidW20
Call the RainCB
CamouflageHomidCB, W20
Cat ClawsWillpowerCB
CatfeetCB, W20
ChannelingHomidW20
Chi SenseCB
ChillRageCB
Chi’ih MingZhong-LungGnosisCB
City RunningHomidRageW20, CB
Clear the MindCB
Cloak of ShadowsGnosisCB
Cold BloodCB
Control Simple MachineHomidWillpowerCB, W20
CookingHomidW20, CB
Coyote’s IntuitionCB
Create ElementHomidGnosisCB, W20
Curse of the Great WebCB
Danger SenseCB
DarksightWillpowerCB
Desperate StrengthHomidCB, W20
DiagnoseCB
DiagnosticsHomidGnosisW20
Diamond ClawsCB
Dragon MilkZhong-LungCB
Dragon MuskWillpowerCB
Dream of a Thousand CranesHomidGnosisW20
EarwormCB
EcholocationCB
Emperor’s ClothesCB
Enemy WaysCB
Executioner’s EdgeCB
Eye of the FalconHomidGnosisW20
Eye of the HunterCB
Eye of the RaptorCB
Eyes of the Dragon KingsCB
Eyes of the War GodCB
Eyes of the WoundCB
Faerie LightHomidCB, W20
Fair PathHomidW20
Falcon’s GraspHomidRageW20
Falling TouchCB, W20
Fangs of JudgmentHomidWillpowerCB, W20
FastGnosisCB
Fatal FlawCB
Feral GrinCB
Finders KeepersGnosisCB
Finishing BlowRageCB
FirebugRageCB
Flow of AuraCB
Ganga’s CaressCB
Gift of FleshCB
Gift of TerrorCB
GroomCB
Guided StrikeWillpowerCB
Hare’s LeapHomidW20
Haunting HowlW20
Healing TongueCB
Heavens’ GuidanceHomidW20
Heightened SensesHomidGnosisCB, W20
Hidden KillerHomidW20
Humbaba’s EscapeCB
Hunter in CrowdsNezumiCB
Hunter’s MistsCB
Ice EchoHomidGnosisW20
Ignore WoundsCB
Illusion of SizeCB
Infectious LaughterHomidCB, W20
InspirationHomidGnosisCB, W20
InspireCB
Iron CoilsCB
Ishin DeshinCB
Jam WeaponHomidGnosisW20
Killing BiteRageCB
King FishCB
Lambent FlameHomidWillpowerCB, W20
LanternCB
Laugh of the VagabondCB
Laughter in the NightCB
Leap of the Kangaroo RatCB
Liar’s FaceHomidWillpowerW20, CB
Lick WoundsCB
Lightning ReflexesHomidWillpowerCB, W20
Lizard’s FavorWillpowerCB
MajestyCB
Many EyesBloodCB
Man’s SkinHomidW20
Master of FireGnosisCB, W20
MercyHomidGnosisCB, W20
MindspeakHomidWillpowerCB, W20
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Classification: Union // Open Ref werewolf/power/gift/rites-of-death

Rites of Death

Gift · Werewolf

Werewolf

Rite of Memorial

Level One While the Gathering for the Departed is performed for most deceased Garou, the Rite of Memorial is reserved only for a sept's greatest heroes. When a memorial or shrine is built in a caern to honor such a hero, this rite dedicates it to the ancestor-spirit in question. Like the Gathering for the Depart­ ed, this rite's form varies from tribe to tribe and from caern type to caern type. Children of Gaia in a caern dedicated to healing might croon a lullaby while standing in a circle around the shrine to ask the hero to bring blessings of peace, while Get of Fenris in a caern full of Rage might sacrifice an animal or person symbolic of one of the hero’s victories, leaving its entrails to tie the ancestor to its still-living kin.

System

This rite is generally considered offensive to perform for a slain Garou of Rank less than 4, unless his deeds were unquestionably heroic on a scale that affected the entire sept or tribe. If successful, the hero's accom­ plishments reflect favorably on his comrades. Each of the deceased's septmates present gains one temporary point of Glory Renown, and each of his packmates present gains one additional point.

Rite of Soul Sending

Level Two In an ideal world, the soul of every being would pass on to wherever it should go when its body dies, whether that's an afterlife, sweet oblivion, or something even stranger. But this is not an ideal world. This is a world of darkness, and here the Dark Umbra manifests the ghosts of the restless dead in their obsessive agony. To protect a soul from this unnatural fate, a Garou mystic can perform this rite to help ensure that whatever business the dead soul may wish to resolve is less appealing than the call of the world's natural cycle of life. Since it's extremely rare, if not unheard of, for a werewolf's soul to become trapped as a ghost, this rite is usually per­ formed to send off the spirits of humans (or, occasionally, animals) who died of violent or supernatural causes, or may have compelling reasons to linger. It's common for tribes to perform this rite for deceased Kinfolk. Some Garou perform this rite for slain enemies, not wishing to be the objects of otherworldly vengeance, although Wyrm-tainted corpses reject it out of hand.

The ritemaster bathes the corpse in clean, cool water to calm any wrath the spirit might feel. Then he dances around the body in a circle while all those in attendance drum or stamp their feet and recite the name of the deceased over and over. They begin loudly, to attract the spirit's attention, and gradually get softer and softer over the course of the ritual until they whisper the name away into the wind, never to be spoken among them again.

System

This rite will not work on a corpse that has been dead for longer than a number of hours equal to the ritemaster's Gnosis, or on the corpse of any being touched by the Wyrm. The difficulty of the roll is (5 + number of hours dead), to a maximum of 9. The spirit of the deceased does not linger as a ghost or appear in the Dark Umbra. Should the ritemaster botch the roll, the dead spirit instead immediately rushes in and becomes a wraith right then and there.

See also 3

Places

Rites & Rituals

Tribes & Fera

Referenced by 1

Rites & Rituals

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