Custom Mechanics: New Rites
These are new Rites created by players and STs and sanctioned for use in the Camarilla UK.
Call to the Slumbering Spirit
To call upon the spirit of a place there are things which must be known, its name, its nature, its power. With these things and with knowledge of the spirits and with knowledge of the People and their ancient Pacts even a place or thing which long slumbers might be roused from its sleep, roused aware and awake. Beware, however, a spirit whose nature or cause is hostile will remain such – no spirit may safely be awoken unless they be friends already!
The name and nature of the spirit to be awoken should be known, in this place the name which has been given by the People has shaped the spirit herein. The spirit of this place is simply the Den, its nature is a place, a secret home, welcoming and warm. As for power, well, it is a place of much power, though without a Locus, and when not sleeping it is called an Incarna.
In a manner to those who would awaken a spirit who is not known those who seek to awaken the spirit must make noise to attract its attention. Drum! Chant its name! Call out! Dance! Play! Make much noise and move to mark a circle with your passage, a place where one may sit to act as focus.
Once the circle be formed one should sit at its heart. A sacrifice of chiminage to the spirit must be made, be found, be hunted. A portion of this the rites master must consume, drawing something of the spirit within himself. The remain must be offered to the spirit – a shared meal. The remainder might be burnt or doused or buried, but the sacrifice of chiminage must be made, else the attention of the spirit will not be gathered.
At the end of the communion, and with a great howl to shake the sands of sleep from it, all who are present must make noise to awaken the spirit. It must be called upon by name and, should sound and dance and movement and chiminage be sufficient, the spirit of the name of the place or the thing or the creature of where you be shall arrive.
It is at this point that you should be hopeful that the spirit does know you, and is inclined towards you, else you shall face and fear its wrath.
Call to the Slumbering Spirit (Rite level 3, Application UK-UK-LF-0605-56752)
When the Gauntlet rose and the two worlds were separated, many spirits fell into slumber, their voices no longer heard. Whilst the Rite Wake the Spirit (W:tF p161) essentially ‘creates’ a new spirit this Rite calls to one which is merely asleep, infusing it with sufficient Essence to awaken once more. There are distinct similarities to the Wakening of the Spirit, however, there are others which are more inclined towards the Rite to Call Gaffling (W:tF p) or to Call Jaggling (W:tF p158). 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.
Performing the Rite: Similarly to the Rite of Wake the Spirit the ritemaster and her assistants drum, chant, dance or perform some other form of rhythmic noise and motion as they move around the object or place to be awakened (normally in the Shadow), marking out a circle as they do so. Once the circle has been formed the ritemaster takes her place at the centre of it and symbolically consumes a portion of something representative of the spirit to be awoken from slumber and then offers the remainder as chiminage. While this is
most often food of some kind appropriate to the spirit’s type, or a representation of the spirit itself, it can also be precious metal, gems or another substance. The greater the value of the chiminage, the more likely the spirit is to cooperate with the werewolf when it awakens. The chiminage may be burned, buried or doused with water in order to bring it to the spirits’ attention.
The ritualists then perform a howl of summons where the spirit is called on by name, which is the culmination of the rite. This howl is meant to shake the spirit free of sleep and draw it to them and if the rite is performed successfully it will appear before them within minutes.
This rite may only be used on a spirit who is known to the ritemaster (by name, rank and type of spirit – for example; Iron Hunter of the Woods, a shotgun spirit of Lesser Jaggling rank with aspects of guns and hunting – calling on Iron Hunter of the Woods, a Jaggling spirit of a Shotgun would be sufficient) though merely knowing the information is sufficient. Additionally it must be performed at the spot where the spirit sleeps for the rite to have any affect.
- Cost: 2 Essence for each level of the spirit to be awoken (i.e. 4 Essence to awaken a Greater Gaffling, 8 Essence to awaken a Greater Jaggling)
- Dice Pool: Harmony
- Action: Extended (30 successes, each roll represents one minute)
Roll Results:
- Dramatic Failure: All successes are lost, and the rite fails. The ritemaster may not attempt to awaken that particular spirit again for 24 hours.
- Failure: No successes are added.
- Success: Successes are gathered. When 30 or more are accumulated and the rite is performed at a place where an existing spirit slumbers, its name and type are known and it is called on by name it wakes the slumbering spirit within. Although the spirit doesn’t always show gratitude, it’s usually slightly suggestible for the first few hours of its existence, however, the spirit is not always positively inclined towards the ritemaster – a spirit of hatred (for example) would still remain true to its own nature. 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.
- Exceptional Success: Several successes are gained at one time. If 40+ are accumulated, the spirit has an increased chance of being positively disposed toward the ritemaster.
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