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 Règles sur les Rites

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Messages : 1232
Date d'inscription : 05/12/2011
Age : 33

Règles sur les Rites Empty
MessageSujet: Règles sur les Rites   Règles sur les Rites EmptyVen 13 Juil - 21:20

Il y a plusieurs types de rites. Pour faire les jets de rites, les stats changent selon les types.

Règles sur les Rites Rituel10
(Les Stats sont en HDK)

Dernière édition par Geneviève le Ven 13 Juil - 21:37, édité 1 fois
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Messages : 1232
Date d'inscription : 05/12/2011
Age : 33

Règles sur les Rites Empty
MessageSujet: Re: Règles sur les Rites   Règles sur les Rites EmptyVen 13 Juil - 21:36

Pour apprendre un rite, la difficulté du jet en HDK est 14 - Int.

Vous lancez votre dé et vous additionnez votre INT + RITUEL.

Le nombre de succès nécessaires et le nombre de semaine d'apprentissage dépend du niveau du rite. Rite lvl 1 faut 1 succès + 1 semaine. Le reste suit cette logique.

Règles sur les Rites Rites10

Vous continuez jusqu'à ce que vous le nombre de succès requis. Donc, si vous essayez d'apprendre un rite niveau 2, et que vous obtenez 0 succès le premier coup, vous pouvez réessayé dans 2 semaines. Si pour votre deuxième tentative vous obtenez 1 succès, vous avez maintenant 1 succès d'accumulez. Vous n'avez pas encore le rite, par contre. Il vous faut un troisième essaie. Donc, 2 semaines plus tard, vous refaites le jet.

Au total, 6 semaines pour l'apprendre votre rite lvl 2.

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Messages : 1232
Date d'inscription : 05/12/2011
Age : 33

Règles sur les Rites Empty
MessageSujet: Re: Règles sur les Rites   Règles sur les Rites EmptyVen 13 Juil - 21:37

Ce poste va décrire les rites les plus courant comme aide-mémoire. Tout est en anglais désolé!

Rites d'Accord

Rite of Contrition
This rite is a form of apology; it is often used to prevent the enmity of spirits or Garou whom an individual has annoyed, or to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and sliding forward. the Garou may also whine and lick his paws or hands. If performed well, however, a simple inclination of the head may suffice. To enact this rite successfully, the Garou must either give a small gift to the offended individual, or in the case of a spirit, possess some aspect of the spirit in question (for example, a clay falcon if the Garou is appealing to the totem spirit Falcon).
The difficulty level of the rite equals the Rage of the target spirit or Garou (maximum of 10). One success is considered enough for a gracious apology, but may not be enough to mend friendships or forgive grevious errors. The more successes, the greater the wrong that can be forgiven. Garou who refuse to recognise a Rite of Contrition are looked badly upon by elders; most spirits will always accept a well-performed rite. This effect lasts until the Garou performs an action that could harm or insult the other.

Rite of Cleasing
This rite purifies a person, place or object, allowing it to be used without fear of contamination by the Wyrm. To perform this rite the Garou must inscribe a circle on the earth, walking widdershins (counterclockwise) around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to asperge the object or person cleansed. As this is done, all Garou present release an eerie, otherworldly howl in an attempt to "frighten away" and thus banish the corrupting influence. Ideally, this rite is performed at dawn, but it can be performed at any time.
This rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. The difficulty level equals the Gnosis of the spirit that inflicted the contagion (maximum of 10). Only one success is required. If the rite is performed at dawn, the difficulty level of the rite is reduced by one. Note that this rite cannot heal wounds or damage caused by contamination (see the Fianna Gift: Resist Toxin, pg. 127); it only removes any existing contamination.

Rite of the Pack’s Blood
Most Garou form packs that are bound with and dedicated to a totem spirit. In these days of mixed septs and thinning ranks, some werewolves are forced by necessity to run together temporarily. This ritual binds a group of werewolves into a pack dedicated to a particular purpose, such as a quest, a battle or a fortnight’s sting of bawn-guarding. The effects of this expire after the task is done, or after a lunar month, whichever comes first. Elders usually expect more permanent associations to ask for the blessings of a totem spirit.

Though the supernatural benefits of this rite eventually end, mutual respect and friendships are a common byproduct. Rival septs may join their warriors with this rite to improve relations. It is not uncommon for such packs to reform into “true” packs down the road, devoted to a specific and appropriate totem spirit.
The members of the prospective pack each swear their united purpose as they slice a palm or pad and dribble a small amount of blood into a cup. The blood is mixed and painted on face, hand and chest (over the heart) of each member. Upon a successful completion or the ritual (Charisma + Rituals, difficulty 7), the pack may take on benefits such as simultaneous initiative and special combat maneuvers. Note that pack members already in a “true” pack may join this temporary pack, but will likely have some explaining to do to a miffed totem.



Baptism of Fire
Most tribes attempt to track down all children born to their Kinfolk within one month of the children's birth to see if they "share the blood." (Most commonly, this search involves the Gift: Scent of the True Form.) Those who are Garou are "baptized" in the light of their auspice moon, beside a ritual fire. Such a baptism most commonly involves mingling ashes with a few drops of Garou blood. The mixture is then touched to the child's ears, nose, eyelids and tongue.

In the presence of a lesser tribal spirit known as a Kin-Fetch, the babe is then held up to the moonlight while the baptizing Garou howls Gaia's greeting to the newborn. The ritemaster then has the Kin-Fetch kiss the infant. The spirit's fiery kiss inscribes a spiritual brand upon the babe in the form of the newborn's tribal pictograph. This mark is not visible on the newborn's body; the only mark left is spiritual. It is impossible to remove this spiritual brand. Such a mark can be traced and recognized by all Garou (including the Black Spiral Dancers, who all too often track down cubs of other tribes and capture them in order to create more of their foul number).

The participating Kin-Fetch spirit is assigned to watch over the young Garou as she grows to maturity, so that the tribe may always know the child's location and whether she is endangered. When the child is about to undergo the First Change and is ready for the Rite of Passage, the spirit alerts the tribe. Unfortunately, such minor spirits are notoriously weak-willed and easily distracted. All too often, a Kin-Fetch loses track of its charge or becomes lost itself, leaving the young cub on her own. Such "lost cubs" often become Lunatics or recluses, terrified of themselves and unable to understand their powerful primal urges.

System: The ritemaster makes a Charisma + Rituals roll. Only one success is required, but additional successes improve the chance that the Kin-Fetch will keep track of the child. This rite must be performed at night under the moon in which the child was born. Although this rite is normally performed within a month of birth, the brand can be inscribed at any time before the cub reaches adolescence and undergoes her First Change. The brand fades out of existence after the cub's Rite of Passage.

Rite of Binding
This rite binds a spirit to a Garou, making it his servant. The more powerful the spirit is, the more difficult the process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed. They do not feel good about binding spirits for great lengths of time. This point does not uncontested, however, particularly by the mystics of the Uktena tribe.

Spirits trapped through this rite may be bound into temporary service or into objects to create talens. So spirit allows itself to be bound unless it is friendly to the binding character's totem. Spirits can be bound into objects, places and people, although the Garou generally don't perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic.

System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum one). Each point of Gnosis spent reduces the spirit's Gnosis rating by one. The Garou's player must then roll Willpower ( difficulty of the spirit's adjusted Gnosis) . The number of successes indicates how long the spirit may be forced into service (one week per success) . In the case of a talen, the spirit is bound until the object is used.

Rite of the Questing Stone
This rite allows the werewolf to find a person or object (locations do not count) . He must know the name of the object or individual. The difficulty of the rite is reduced if the Garou has some piece of the object or person (for example, a clipping of hair or piece of cloth) . He must dangle a stone or needle from a thread while concentrating on the item or person sought. Glass Walkers often use maps and substitute a compass for the traditional stone and thread.

System: Standard roll. If the Garou has a piece of the item or individual, the difficulty drops by one. The rite gives the Garou a sense of only the object's general location, not its exact position.

Rite of Talisman Dedication
This rite allows a Garou to bind objects to her body, allowing these objects to fit the Garou's various forms (jeans will grow to accommodate the size increase of the Crinos form, etc.) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens automatically remain with the Garou in all forms. A Garou most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
The cost is one Gnosis point per object dedicated, and a Garou may never have more objects bound to himself than his Gnosis score. Certain particularly large objects (Storyteller's discretion) are considered more than one of the purpose of "cost". For the purposes of Dedication, an entire set of clothing is considered one item.
The Storyteller and the player should decide what happens to the object when the character assumes certain forms. For example, when the character assumes Crinos form, her backpack's straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Hispo form, her knife may meld with her body. In such cases, the object will appear as a tattoo; others must spend a Willpower point to remove the object from the character.

Note on Dedicated Items: A full set of clothing (top, bottom, undergarments, shoes, socks, coats, and so on) counts as one item. The idea here is that if you don't intend to use it in another form (glabro being the exception, since it can use most human items normally), the item counts as part of a character's 'full set'.
Additional accessories count as additional items. A weapon is one item (including a loaded gun). An additional clip of bullets is one item. A holstered weapon can be dedicated as part of the note full set of clothing, but if this is the case, it can not be recovered when a character shifts, and is only available in non-wolf forms. Items in pockets are likewise unavailable in any other form, but do not take extra dots of Gnosis.

Rite of Becoming
Werewolves must perform this rite at an Anchorhead Domain. Once completed, it enables them to travel into the Deep Umbra. The most common version of this rite requires that the Garou must make a braid from three of her hairs, three pieces of fine copper wire and three tendrils of ivy or other vine. Lengths of silk thread are sometimes substituted for the hair or wire. When the braid has been constructed, the Garou ties it around his own wrist and howls three words of power. The Uktena often drink a bitter potion that loosens the Garou's spirit from the Tellurian, while the Black Furies always perform this ritual in threesomes, never traveling the Deep Umbra alone.

System: If the braid is destroyed while the Garou is in the Deep Umbra, the Garou takes one health level of aggravated damage and risks becoming lost forever if she does not return to the Near Umbra immediately.

Rite of Spirit Awakening
This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on some form of instrument (drums being the most common). While the Garou plays, any other participating Garou pace around the ritemaster howling and growling in counterpoint to the beat.

When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in the Umbra. For example, if the rite is performed on a VW bus, any Garou stepping sideways could see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone in the Umbra.

When performed on plants, this rite is known as sanctification. Plant-spirits are generally benevolent, and an awakened plant spirit will lend its powers as though it were a talen (one use). Different plants grant different abilities when sanctified. For example, sanctified foxglove protects against faerie magic (adding two to the difficulty of any faerie spell).

System: The ritemaster must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it. Commanding an awakened spirit requires either a Rite of Binding or a Gift. This rite doesn't work on sentient beings such as humans. Such individuals are already as "awakened" as they're going to get.

Rite of Summoning
Garou mystics are adept at calling spirits, be they minor Gafflings, totem spirits or even Incarna. Summoning spirits involves complex rituals, long periods of meditation and tribal mantra chanting. Within the Umbra, this process is far easier. This rite compels spirits to seek those who call them. Furthermore, the spirit cannot escape its caller once the summoning is completed successfully, and it must attend the mystic. Many spirits, particularly minor ones, are too weak to resist a powerful summoning. Powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit and the strength of the area's Gauntlet.

System: The ritemaster must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A mystic already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine target numbers from the following chart:

Règles sur les Rites Summon10
(Les Stats sont en HDK)

For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may fall below 7. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:

A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit - or even Banes - in great numbers or with great hostility.

A Garou who summons an Incarna or Celestine avatar successfully gains two points of Wisdom Renown.




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