Corax Rites
Type | Roll | Difficulty |
---|---|---|
Kuasha | Cha + Rituals | 6 |
Moon | Manipulation + Rituals | 9-moon phase |
Need | Wits + Rituals | 7 |
Taghairm | Charisma+Rituals | 7 |
Minor | None | None |
Corax Rites
Level 1
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Level 2
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Level 3 |
Level 4
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Level 5 |
Rank 1
Rite of Talisman Dedication - As the Garou Mystic Rite: Rite of Talisman Dedication. - Spend one Gnosis per object or outfit to be dedicated, and the character may never have more objects bound to himself than his Gnosis score. The player must decide what happens to the object(s) when the character assumes certain forms. For example, when the character assumes Crinos form, her backpacks straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Corvid 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.
(Werewolf: Revised, p 160)
Level 2
Rite of Becoming - As the Garou Mystic Rite: Rite of Becoming. - This rite can only be cast from an Anchorhead domain, and requires the casting Corax to make a braid frin three hairs (or feathers) off her head, three pieces of copper wire, and three pieces of ivory. The Corax ties the braid around a wrist or ankle, then invokes three words of power. Henceforth, the Corax can fly into the Deep Umbra.
If the braid is destroyed, the Corax takes a health level of Damage and must make a Wits roll, (difficulty 6) to return to the Near Umbra. The Sun-Lost ceremonially destroy their braids as soon as they reach the Deep Umbra, symbolizing their acceptance of their new state. Corax who intend to head home tend to be a bit more careful of theirs, but getting lost in the Deep Umbra isn't quite as unpleasant for Corax as it is for Garou.
The Background: Umbral Maps eliminates the need for any sort of roll to find one's way home, even if the braid is destroyed.
(Werewolf: Revised p161, PGttCB p82, Corax BB p83)
Rite of the Fetish Egg - The Rite of the Fetish Egg is about the birds and the bees - well, no bees - and where new Corax come from. You see, when two Corax love each other very much, you know what happens?
Nothing. Absolutely nothing. We cant breed with one another. That's why there are no Corax metis. Hell, a new Corax doesn't even have to be the kid of an old Corax. This is a matter of spirit, not genetics, boyo. Spirit's a lot more important. What it can mean, though, is that you can have real parents, and spiritual ones. Your flesh-and-blood folks as well as the Corax who gave you your spirit egg.
Making a spirit egg requires some hefty investment. There's got to be one spiritual parent from each breed, plus someone's got to plunk some serious spiritual gas in order to create the egg and bind it to its other half. The binding is done with a feather or human hair from the "parent" and ensures that the egg and the kid/chick stay linked until such time as the kid can handle getting a double dose of soul. If the binding breaks, it devastates the poor kid - autism is the usual response. The parent usually just goes into depression: many lose the Sun right after that sort of thing.
System: The Rite of the Fetish Egg is never taken lightly. For one thing, it costs 3 permanent Gnosis from the parent Corax, and that price is paid regardless of whether the rite succeeds or fails.
The Rite of the Fetish Egg can only be preformed in the Umbra, and requires one witness of the breed opposite that of the Corax performing the rite. Creating a fetish egg takes three hours; binding it to the soul for which it is intended takes another one. If the rite is interrrupted at any point during this time, the Gnosis is lost and the rite fails.
The rite requires a roll against the parent Corax's permanent Gnosis (before the donation) at difficulty 6.
(PGttCB p82, Corax BB, p82)
Rite of the Sun's Bright Ray - This one's proof positive Helios is our buddy. When you do this rite, you get a heaping dose of sunshine that brightens up wherever you are. Doesn't matter if you're underground, in a bank vault, in the middle of Club Whiny Vampire - do this rite ant it's "Here Comes the Sun". And you know what the best thing about the sunlight that you can conjur up with this one? Well, yes, you can tan to it, but that's not the issue. What matter is that this sunlight hits vampires like the real thing baby. You've just gotta see the look on the face of Vlad Pretentious, Dark Prince of Mount Laurel, New Jersey when you drop a "73 degrees and sunny" grenade in his lap. It's priceless.
System: This rite has no cost, as it is a symbol of Helios' special favor toward his adopted children. All that is required is the proper steps and chants, and then a Gnosis roll (difficulty 7). The borrowed sunlight fills a volume 20 feet on a side, give or take a few, and lasts one hour for each success on the Gnosis roll. The glow remains beind even after the Corax leaves the area, which can lead to all sorts of awkward situations.
(PGttCB p82, Corax BB p82)
Level 4
Rite of Battle Blessing - The Rite of Battle Blessing is one of the big 'uns, but don't expect to learn it any time soon. The only three who know this one are the members of the Morrigan, and they don't exactly go around spouting off trade secrets. I only know a little bit about how this one works, but that's scary enough for me.
It seems that if the Morrigan decide they want to help one side in battle out (usually the Fianna, in case you were wondering), they haul this golden oldie out. All three fly over the battle, croaking out battle-song, and it puts the fear of Morrigu into whichever side the three ladies don't like. It's astonishing to watch - entire armies have broken and fled after hearing the chants of this rite. Mind you, this one's tough to do, and the Morrigan don't use it lightly. However, when they do uncork it, the effects are devistating.
System: All three of the Morrigan must be present to perform this rite. To enact the rite, each member of the Morrigan can spend Gnosis up to her Occult rating. For each point of Gnosis spent, the victims of the rite lose one die from their dice pools so long as they remain on the field of battle. Targets can literally be reduced to zero dice by this rite.
(Corax BB, p83)
Level 5
Call the Four Winds - Cats are renowned masters of the weather. While many Gifts reflect this talent to a small degree, call the Four Winds affects weather patterns across whole sections of a country.
Unlike many rites, the Call demands the presence of five Bastet. One leader, the ritespeaker, decides what changes to request and begins the ritual. The others take the roles of the four corners of the earth and invoke the powers of each of them in turn. The ritespeaker acts as a center, and stands amid the others in a prepared circle, channeling their power. As the rite progresses, the power builds until the circle is swept through with elemental force. Spirits swirl, screaming past the ritespeaker, who sends them up into the sky to bind the clouds and invoke the werecats' will. In time, storms gather or disperse, rain comes, winds rise, blizzards begin, tempests rage or calm... A whole range of weather effects, from dust storms to squalls, can be evoked with a pride of cats, this rite, and a knowledgeable leader.
System: The exact effects of the Call are left to the Storyteller. These should depend on the wishes of the ritespeaker, the successes she rolls, the local climate, and the dictates of the story. A severe weather front will be harder to raise or disperse than a subtle shift, and a long lasting change will be harder to affect than a brief storm. Unseasonal patterns, like blizzards in summer, should be considered difficulty 9 or 10, but may be possible if the story allows.
(Bastet BB, p121)
Rite of the Nine Lives - The secret knowledge granted by Seline to the wisest of her children allows them to literally return from the dead. This rite, which may only be performed once in a werecat's life, allows her to return from the dead as many as eight times before her spirit departs for good.
To begin, the werecat sets aside a ritual space outside and calls upon Seline's favor. After mixing a bit of blood, water, spit, and fur in a bowl, she holds the bowl up to the moon and chants the rite. Once finished, she drinks the broth and hopes for the best. Seline will be the final judge as to whether the cat survives her death or not
System: Standard roll, plus two Gnosis points. This rite can be performed only once, and the success of it remains uncertain until something kills the werecat. If successful, the Bastet recovers from her death; her spirit remains in the body and wills it to return to health. Depending on how she perishes, this may take some time. A Bastet who's "merely" mauled will return in a day or two. If she falls off a 40-story building, it may take a week to recover. A really nasty demise, like immolation or entombment, may take her weeks to confound. The recovery process is slow and painful - a Bastet who had been skinned to death may wish she had stayed dead before she heals completely. As you can imagine, a werecat who returns from death has some serious scores to settle upon her return...
Once the cat lives again in all senses of the word, she may still face difficulties. If she was buried, she'll have to dig herself out. This may kill her a second time before she can escape. Dismemberments do not prevent resurrection - some gruesome tales speak of werecats who were hanged, drawn and quartered, only to drag their limbs from their crossroads graves to rejoin somewhere in the middle. Once recovered, the werecat loses one permanent point each from her Rage, Gnosis, and Willpower. These points may never be regained; hence a Simba who has died eight times finishes his life with a maximum of two dots in each of these traits. Any part of the cat that is destroyed (see below) is lost forever; resurrected cats often lose limbs or retain other disfigurements. Aside from that, the werecat is her old self (though some deaths leave permanent emotional and psychological scars).
Naturally, some deaths cancel out even this arcane secret. If a Bastet dies in one of these ways, she wont come back, and must face her fate like the rest of Gaia's children.
- Total destruction of the body (cremation, dissolution in acid or toxic waste, wood-chipper shredding, etc.)
- Natural death by old age
- Death in some outer Realm (the Deep Umbra, a Horizon Realm, an Umbra world, etc)
- Imprisonment of the soul (through some forms of magic, or through soul-pacts or annihilation)
- The vampiric Embrace
(Bastet BB, p121)
Wishing Waves - By yowling, spitting and dancing around a lake or sea, a werecat can stir the surface into waves. Ceilican who drowned their enemies this way gave rise to tales of witches who danced with cats to create storms at sea. Although this tribe claims to have originated the Rite, the Bubasti say otherwise. In their stories, Bast herself taught her children to wreck invaders on the Nile, and supposedly used it to punish Pharaoh Snefru II, who persecuted her kind.
System: This rite must be performed on a cliff or beach overlooking the sea. To begin the tempest, each player makes the standard roll and spends two Gnosis points. If more than one cat performs the rite, all their successes are added together. Each blood-Kinfolk present adds an additional success to the total. One roll is made for each hour spent dancing, at successively higher difficulties; each new roll costs an additional two Gnosis points and a point of Willpower. The turbulence extends out for one mile for every Bastet participating in the rite, and dies down an hour or so after the dance ends.
The severity of the storm depends on the successes gathered; obviously most Bastet perform this rite as an extended roll, accumulating successes until they reach the desired effect. Each success level makes the waves a bit more powerful: 1 or 2 to create choppy little waves, 3 to 5 turn the water rough, 6 to 8 create trouble for small craft, 9 to 10 make sailing difficult for large boats, almost impossible for small ones. 10 to 15 can capsize anything smaller than an old sailing ship, although large vessels remain unmoved. 15 to 20 can create problems for freighters and small navy ships, while 21 or more can swamp large warships and tankers. The waves often spill across the shore, and might threaten the dancing cats before the rite is finished.
(Bastet BB, p122)