Difference between revisions of "Ananasi Rites"

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{|
 
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* [[Ananasi_Renown|Main Ananasi Page]]
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* [[Ananasi | Main Ananasi Page]]
* All [[Ananasi_Gifts|Ananasi Gifts]]
 
 
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| style="vertical-align: top; width: 20%; padding-right: 25px" |
* [[Bastet_Rites|Bastet Rites]]
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* [[Ananasi Renown]]
* [[Corax_Rites|Corax Rites]]
 
* [[Garou_Rites|Garou Rites]]
 
* [[Gurahl_Rites|Gurahl Rites]]
 
 
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* [[Mokole_Rites|Mokole Rites]]
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* [[Ananasi Gifts]]
* [[Nuwisha_Rites|Nuwisha Rites]]
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|}
* [[Ratkin_Rites|Ratkin Rites]]
 
* [[Rokea_Rites|Rokea Rites]]
 
  
|}
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{{:Template:Rites}}
  
 
----
 
----
 
 
Sources: PGttCB 52, Ananasi 96-99
 
  
 
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|7
 
|7
 
|-
 
|-
| '''<font color=magenta style="text-shadow: 5px 5px 8px magenta;">Caern</font>'''
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| '''<font color=green style="text-shadow: 5px 5px 8px green;">Caern</font>'''
 
|Varies (max. Gnosis)
 
|Varies (max. Gnosis)
 
|7
 
|7
|-
 
| '''<font color=black style="text-shadow: 5px 5px 8px black;">Death</font>'''
 
|Cha + Rituals
 
|8 minus Rank
 
 
|-
 
|-
 
| '''<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>'''
 
| '''<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>'''
 
|Wits + Rituals
 
|Wits + Rituals
 
|7
 
|7
|-
 
| '''<font color=red style="text-shadow: 5px 5px 8px red;">Renown</font>'''
 
|Cha + Rituals
 
|6
 
|-
 
| '''<font color=green style="text-shadow: 5px 5px 8px green;">Seasonal</font>'''
 
|Sta + Rituals
 
|8 minus Wallow Level
 
 
|-
 
|-
 
| '''Minor'''
 
| '''Minor'''
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='''Ananasi Rites'''=
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=Ananasi Rites=
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Unlike the Garou, for whom rites are social acts they believe bring them closer to the spirits they serve and bind them as a community, Ananasi rites are typically solitary affairs, usually performed in the privacy of their Sylie.  Ananasi rites rely on controlled and calculated movements that are designed to simulate many of the historical moments in Ananasi lore.  While this is a ceremonial dance to the Damhan, to an outsider it is more likely to appear as very stoic, cold, repetitive motions.  Ananasi rites are typically performed in their Pithus form.
 +
 
 +
'''Note:''' Rites marked with a * are not explicitly listed as available to Ananasi in the source material, but have been allowed on the game.  Per [[WhoopingCrane]], ''Rite of Cleansing'', ''Rite of Spirit Awakening'', and ''Rite of Summoning'' have been allowed for fera in general.  ''Preserve the Fetish'' and ''Renewing the Talen'' should also be fine for Ananasi as they're generic fetish/talen maintenance rites.''
 +
 
 +
 
 +
Ananasi divide their rituals into the following categories:
 +
 
 +
 
 +
==First Rites==
 +
Ananasi are often taught these rites by their teachers before they are released into the world, as a way to help them establish themselves as part of the Great Web, or are general purpose rites that most Ananasi will learn.
 +
 
 +
* 0: Breath of Ananasa ''(identical to Breath of Gaia)''
 +
* 1: Preserve the Fetish*
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* 1: Rite of Cleansing*
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* 1: Rite of the Questing Stone
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* 1: Rite of Silence
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* 1: Rite of Spinning
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* 1: Rite of Talisman Dedication
 +
* 2: Recorder
 +
* 2: Rite of Appeal
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* 2: Tapping Ananasa's Wisdom
 +
* 3: Guardians
 +
 
 +
 
 +
==Triumvirate Rites==
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These rites allow the Ananasi to call upon the other Damhan, spirits, or even upon Ananasa herself, should the need be great enough.
 +
 
 +
* 1: Rite of Binding
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* 2: Renewing the Talen*
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* 2: Rite of Spirit Awakening*
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* 2: Rite of Summoning*
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* 3: Fylfot's Rite (identical to Rite of the Fetish)
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* 3: The Gathering Children
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* 5: Rite of One
 +
 
 +
'''Sources: PGttCB 52, Ananasi 96-99'''
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 +
=Rite Details=
 
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'''Level 5'''
 
'''Level 5'''
 
* Rite of One
 
* Rite of One
 
 
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Breath of Ananasa </font>(Minor)''' - As the Garou Minor Rite: '''Breath of Gaia''' - During this rite, the werewolf breathes deeply of Gaia's breath - that is, clean air - 13 times. While so breathing, she clears her mind of all things save her love of Gaia.
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Breath of Ananasa </font>(Minor)''' - As the Garou Minor Rite: '''Breath of Gaia''' - During this rite, the werewolf breathes deeply of Gaia's breath - that is, clean air - 13 times. While so breathing, she clears her mind of all things save her love of Gaia.
  
'''System:''' The character must perform this rite at least once per day for one full cycle of the moon. So doing enables the Garou to lower the difficlty level of any one healing or detection roll by two
+
'''System:''' The character must perform this rite at least once per day for one full cycle of the moon. So doing enables the Garou to lower the difficulty level of any one healing or detection roll by two
  
 
''(PGttCB p52, Ananasi BB p96, WWRevised p166)''
 
''(PGttCB p52, Ananasi BB p96, WWRevised p166)''
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''(PGttCB p52, Ananasi BB p96, WWRevised p160)''
 
''(PGttCB p52, Ananasi BB p96, WWRevised p160)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Questing Stone (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of the Questing Stone''' - This rite allows the werewolf to find a person or pbject (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 hair or a piece of cloth). He must dangle a stone or a 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.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Questing Stone (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''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 hair or a piece of cloth). He must dangle a stone or a 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.
 
'''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.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Silence (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of Silence''' - Garou who need to be silent use this rite to make up for any lack in natural ability. For the duration of this rite, the Garou are incapable of making any noise even if they bang on a drum or shatter glass. With the assistance of Raven spirits, the Garou can sneak through dry underbrush or over a gravel road without making a sound.
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Silence (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of Silence''' - Garou who need to be silent use this rite to make up for any lack in natural ability. For the duration of this rite, the Garou are incapable of making any noise even if they bang on a drum or shatter glass. With the assistance of Raven spirits, the Garou can sneak through dry underbrush or over a gravel road without making a sound.
  
'''System:''' The Garou invoking this rite confines herself in a dark room or cave. She whispers her darkest secret and then utters and oath of silence. Raven spirits, attracted by her secret, carry any sound she makes into the Umbra once she leaves her confinement. If the werewolf chooses to speak for any reason, the rite ends immediately. The Raven spirits, dissapointed that the Garou did not reveal any more secrets, return the sounds they carried. For several minutes, the Garou is surrounded by a cacophony she created earlier.
+
'''System:''' The Garou invoking this rite confines herself in a dark room or cave. She whispers her darkest secret and then utters and oath of silence. Raven spirits, attracted by her secret, carry any sound she makes into the Umbra once she leaves her confinement. If the werewolf chooses to speak for any reason, the rite ends immediately. The Raven spirits, disappointed that the Garou did not reveal any more secrets, return the sounds they carried. For several minutes, the Garou is surrounded by a cacophony she created earlier.
  
 
This rite silences only those sounds the Garou would have made directly. If she were to throw a rock at a window, for instance, the whistle of the rock through the air would be silent, but the shattering glass would not. If she punched the glass with her bare hand, the breaking window would not make a sound.
 
This rite silences only those sounds the Garou would have made directly. If she were to throw a rock at a window, for instance, the whistle of the rock through the air would be silent, but the shattering glass would not. If she punched the glass with her bare hand, the breaking window would not make a sound.
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''(Ananasi BB p96, WWPG 2ndEd p45)''
 
''(Ananasi BB p96, WWPG 2ndEd p45)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Spinning (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The first rite learned by the new Ananasi allows her to create her Sylie. Usually placed in a secure corner of her abode, the Sylie appears to be a large cobweb. Its style varies according to the Ananasi's personal preference. Here, the werespider comes to communicate with the two Ananasi in closest physical proximity to her. The Ananasi can send messages to their geopraphic partners in a manner similar to telepathy if both or all participants are currently in their Sylie. Knowledge can be given to or taken from the Great Web by tapping into its strands from the Sylie. The Mother-Queen may also communicate with her child within the Sylie, but only if she herself initiates contact; Ananasa may not be summoned. The Sylie may be located in a small room, an attic, a closet, a cave, or wherever the Ananasi feels most secure.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Spinning (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The first rite learned by the new Ananasi allows her to create her Sylie. Usually placed in a secure corner of her abode, the Sylie appears to be a large cobweb. Its style varies according to the Ananasi's personal preference. Here, the werespider comes to communicate with the two Ananasi in closest physical proximity to her. The Ananasi can send messages to their geographic partners in a manner similar to telepathy if both or all participants are currently in their Sylie. Knowledge can be given to or taken from the Great Web by tapping into its strands from the Sylie. The Mother-Queen may also communicate with her child within the Sylie, but only if she herself initiates contact; Ananasa may not be summoned. The Sylie may be located in a small room, an attic, a closet, a cave, or wherever the Ananasi feels most secure.
  
 
'''System:''' The werespider purifies herself and the chosen area for a week, removing outside objects from the site and spending her time guarding the area from outside influences. The Ananasi rolls Intelligence + Occult (difficulty 10), though each day of fasting and meditation reduces the difficulty by 1, to a minimum of 4. After spending four Gnosis points, the Ananasi may build her Sylie, which exists in both the physical world and in the Umbra. Each success lowers the difficulty to crawl sideways in the Sylie by 1. The Ananasi must spend one hour per square foot in weaving her Sylie. If interrupted, she must start the entire ritual over from the beginning.
 
'''System:''' The werespider purifies herself and the chosen area for a week, removing outside objects from the site and spending her time guarding the area from outside influences. The Ananasi rolls Intelligence + Occult (difficulty 10), though each day of fasting and meditation reduces the difficulty by 1, to a minimum of 4. After spending four Gnosis points, the Ananasi may build her Sylie, which exists in both the physical world and in the Umbra. Each success lowers the difficulty to crawl sideways in the Sylie by 1. The Ananasi must spend one hour per square foot in weaving her Sylie. If interrupted, she must start the entire ritual over from the beginning.
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''(PGttCB p52, Ananasi BB p96)''
 
''(PGttCB p52, Ananasi BB p96)''
 
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Talisman Dedication (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of Talisman Dedication''' - This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accomodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own perculiar ritual.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Talisman Dedication (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: '''Rite of Talisman Dedication''' - This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accommodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
  
'''System:''' The cost is one Gnosis point per outfit's worth of clothes, or other object dedicated, and a character may never have more objects bound to himself than his Gnosis score (an outfit counts as one item). Certain large objects (Storyteller's discretion) are considered to be more than one for the purposes of "cost". 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.
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'''System:''' The cost is one Gnosis point per outfit's worth of clothes, or other object dedicated, and a character may never have more objects bound to himself than his Gnosis score (an outfit counts as one item). Certain large objects (Storyteller's discretion) are considered to be more than one for the purposes of "cost". 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.
  
 
''(PGttCB p52, WWRevised p160)''
 
''(PGttCB p52, WWRevised p160)''
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==Level 2==
 
==Level 2==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Recorder (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound activated and simply records and stores up to one hour of sounds, much like a tapr recorder. The webbing can then be "played back" at any time, and can even be moved before it is used.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Recorder (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound activated and simply records and stores up to one hour of sounds, much like a tape recorder. The webbing can then be "played back" at any time, and can even be moved before it is used.
  
 
'''System:''' The web is sensitive and "intelligent" enough not to record random noises, but rather to record what is made to record, such as conversations or specific noises like the how's of wolves. Everything else works as per a standard mystic rite.
 
'''System:''' The web is sensitive and "intelligent" enough not to record random noises, but rather to record what is made to record, such as conversations or specific noises like the how's of wolves. Everything else works as per a standard mystic rite.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Appeal (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - Though it is Queen Ananasa who decides when a Damhan has reached the proper knowledge and wisdom for an increase in rank, the Ananasi may call to her if they feel they have been overlooked. (It's generally considered appropriate to remind Mother that you've been very good lately, especially if you really have been.)
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Appeal (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - Though it is Queen Ananasa who decides when a Damhan has reached the proper knowledge and wisdom for an increase in rank, the Ananasi may call to her if they feel they have been overlooked. (It's generally considered appropriate to remind Mother that you've been very good lately, especially if you really have been.)
  
'''System:''' The Ananasi myst remain holed away in his Sylie for two days in preparation - fasting and meditating for the Appeal. Once the time is right, the character spends two Gnosis to establish a connection to the Mother-Queen and then speaks to Ananasa - who does indeed listen - and recites the list of accomplishments and goals achieved for the further honor and glory of the Mother-Queen.
+
'''System:''' The Ananasi must remain holed away in his Sylie for two days in preparation - fasting and meditating for the Appeal. Once the time is right, the character spends two Gnosis to establish a connection to the Mother-Queen and then speaks to Ananasa - who does indeed listen - and recites the list of accomplishments and goals achieved for the further honor and glory of the Mother-Queen.
  
 
If the character has indeed reached the proper levels of Renown, Queen Ananasa will reward them with the new Gifts and markings that indicate a higher rank. If not, the character may find himself saddled with a new task which will provide no Renown, as a punishment for his hubris.
 
If the character has indeed reached the proper levels of Renown, Queen Ananasa will reward them with the new Gifts and markings that indicate a higher rank. If not, the character may find himself saddled with a new task which will provide no Renown, as a punishment for his hubris.
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==Level 3==
 
==Level 3==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shed the Crocodile's Tears (Death)</font>''' - This rite shows a Mokole's contrition for killing a foe. The Mokole, before leaving a battlefield, weeps over the corpse of a fallen enemy (or friend). The length of time that she weeks depends on the depth of feeling involved.
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Fylfot's Rite (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - As the Garou Mystic Rite: Rite of the Fetish - This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.
  
'''System:''' The Mokole must expend a point of Gnosis as she enacts the rite. Success indicates that the spirit or wraith of the person involved will not seek revenge on the ritemaster. If the Mokole sacrifices a permanent point of Gnosis, then even the kin and allies of the fallen believe that the Mokole was not a crazed killer, but was only doing what was necessary.
+
'''System:''' See the [[Creating_Magical_Items#Fetishes|Fetish Creation chart]] for the steps for making a fetish.
  
''(Mokole BB, p90)''
+
''(PGttCB p52, Ananasi BB p96, WWRevised p161)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Stone (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This allows the Mokole to attach a mystical stone to his body. The stone can be a belly stone, giving strength, or a skull stone, giving wisdom. A belly stone must be heavy, smooth, and properly shaped - the search for the perfect stone can last a long time.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Gathering the Children (<font color=blue style="text-shadow: 5px 5px 8px blue;">Accord</font>)</font>''' - In times of great need, an Ananasi may call a gathering of others to meet in person rather than share ideas through the Great Web. This rite is spread through the Great Web, and not only informs other Ananasi of the meeting, but also of the reason behind the call. The Ananasi are not a petty or impetuous breed, so this rite is performed only in dire circumstances. Any spider that uses this rite without just cause is likely to be met by a group of angry cousins. The location of the meeting can never be far from the Sylie that the Ananasi used to issue the request.
 
 
Skull stones (carbuncles, or "dragon stones") are much harder to find, as they must also be perfect, flawless jewels. The jewel must be cut by an artisan with stone-cutting skill, then heated to searing heat, such as in Sun's fire, in a forge or in volcanic heat. The stone is then burned into the Mokole's forehead, where it is visible in Archid form (in some Mokole, it is visible in Homid form as well).
 
 
 
'''System:''' During the rite, the Mokole must fill the stone with Gnosis by meditating in Sun's light (save that Gnosis goes into the stone instead of into the Mokole). The stone's maximum Gnosis is equal to the ritemaster's current Gnosis. The stone is then swallowed, if a belly stone, or branded into the forehead if a skull stone. In hunting or battle, the Mokole may spend the stone's Gnosis on a one-for-one basis; belly stones add to Strength for one scene, and skull stones may add to any Mental Attribute. Once the stone's Gnosis is expended, the stone is absorbed fully into the Mokole's body.
 
  
Garou who hunt Mokole sometimes seek these mystic stones and use them to store Gnosis. In addition, when an ancient Mokole dies, her stone can be passed to a younger Mokole without losing it's Gnosis. Mnesis records more powerful stones, and sleeping elders often have a mighty stone from a past age.
+
'''System:''' The player must make a successful Charisma+Rituals roll; the difficulty is determined by the number of Ananasi that the character is attempting to call. The rite allows the Ananasi to call any spider in the Great Web.
 
 
''(Mokole BB, p91)''
 
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'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Sunreturn (<font color=green style="text-shadow: 5px 5px 8px green;">Seasonal</font>)</font>''' - Each winter solstice (December 21 in the Northern Hemisphere, June 21 in the Southern), Sun is at his weakest. Darkness is strong as Gaia turns away from his heat and light. The Mokole usually gather at such times and perform the Rite of Sunreturn to strengthen him. The rite takes many forms among different streams: the Mokole-Membe light candles and give each other presents of cake and sweets baked in circular shapes. They keep watch all night long with songs and bonfires until Sun shows his face again. The Zhong Lung meditate, asking that the Wheel turn uninterrupted. The Makara, who call this festival Diwali, illuminate the night with lamps and burn incense to show Sun the way to come back. The Gumagan stage mock battles in which one party represents Sun and the other Darkness. Adepts among the Gumagan also enter the Dreamtime before Sunrise and face Sun's enemies, daring them to show their faces.
 
 
 
'''System:''' The ritemaster first oversees the preparations for the rite, which take different forms. She then participates (eating cakes, drinking rum, singing songs or similar activity) all night long. The rites difficulty is 7 for normal circumstances, 8 for a bleak winter. For each success, one of the celebrants gets one additional die to use once before the next winter solstice.
 
 
 
Failure means that Sun rises in a black cloud and the ritemaster loses her sun dice until she beholds her Sun sign again. A botch may be interpreted by the Storyteller to mean that Sun does not rise or that some other disaster befalls.
 
 
 
''(Mokole BB, p93)''
 
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==Level 4==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Boat of the Sun (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite allows the ritemaster to borrow Sun's boat for a time to transport himself and colleagues to any destination under the sun.
 
 
 
'''System:''' The ritemaster must behold Sun's Face, then assemble the boat's crew, who must sit as if in a boat and hold their hands as if paddling. He may take as many passengers as he has current points of Gnosis. The ritemaster declares the destination, which along with the port of departure, must be in Sun's light. He must known the destination through having been there, or through a Mnesis roll (Storyteller's discretion). He then calls out the strokes for the paddlers and enacts the rite.  The difficulty is 6 for a destination that the ritemaster has seen, and 8 if he has only Mnesis to guide him. For each success, one person reaches the destination. The others are left behind. If he botches, then one passenger per roll is unharmed, but stranded between the two places.
 
 
 
''(Mokole BB, p91)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Burn the Library (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite erases memories. It is named for the day when the Library of Alexandria burned, and two Mokole were the only ones left with its knowledge. The rite was first used when Ancient-My-Enemy, a Mokole warrior, erased his mind to prevent Garou from locating his clutch.
 
 
 
'''System:''' To perform this rite, the player rolls Charisma + Rituals (difficulty 7) the ritemaster may name the memories that will be destroyed and then speak Unmaking Words, which are perilous to hear. The Words will seek out the memories and destroy them. For each success, one memory up to a scene long is destroyed. The ritemaster may use this rite on himself, but if the roll botches, he forgets how to perform this rite and must learn it again.
 
 
 
''(PGttCB p119, Mokole BB p91)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Gator's Burrow (<font color=magenta style="text-shadow: 5px 5px 8px magenta;">Wallow</font>)</font>''' - As the Garou Caern Rite: The Badger's Burrow; naturally, this rite is used to protect a wallow. - The celebrant must make a successful Perception + Rituals roll against the given difficulty level. Each success enables the ritemaster (or the Wallow's Warder) to ask one question regarding a defined area, The difficulty varies with the size of the area. Failure indicates that the character sees nothing, while a botch means that the character sees what she desires to see, regardless of truth.
 
  
 
{|class="wikitable" style="text-align: center;" width="25%"
 
{|class="wikitable" style="text-align: center;" width="25%"
! style="min-width: 100px" | Difficulty
+
! style="min-width: 75px" | Difficulty
! style="min-width: 125px" | Area
+
! style="min-width: 200px" | Number of Ananasi
|-
 
|5
 
|Small room
 
 
|-
 
|-
 
|6
 
|6
|Ballroom
+
|1-5
 
|-
 
|-
 
|7
 
|7
|House
+
|6-12
 
|-
 
|-
 
|8
 
|8
|Acre of land
+
|13-25
 
|-
 
|-
 
|9
 
|9
|Small forest
+
|26-49
 +
|-
 +
|10
 +
|50 or more
 
|-
 
|-
 
|}
 
|}
  
''(Werewolf:Revised p158, Mokole BB p93)''
+
''(Ananasi BB p97)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Open Sun Bridge (<font color=magenta style="text-shadow: 5px 5px 8px magenta;">Wallow</font>)</font>''' - This rite enables Mokole to open paths from one place another "through the heart of the sun." The Sun Bridge can be invoked when Sun's brilliance dazzles the eyes, and carries Mokole from one wallow to another. A normal means of using a Sun Bridge is to pass at sunrise or sunset, allowing the "sun path" created by the motion of light in water to serve as a highway across the world. Travel is instantaneous, or nearly so. The wallows involved must have a pool or body of water to allow passage into the Umbra. This water must be blessed with the rite at least once in living memory (not once a year as with a Moon Bridge). This means that as long as a sleeper remains who enacted the rite, Mokole can open a way through the Sun Bridge by using the Gift: Open Sun Bridge or the Rite of the Illuminated Wallow. However, to create a Sun Bridge, to decide the destination to be reached, or to ascertain the safety of the passage, this rite is necessary.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Guardians (<font color=green style="text-shadow: 5px 5px 8px green;">Caern</font>)</font>''' - The Ananasi are very protective of their personal space, especially where their Sylie is located, and often have a few surprises waiting in their special places for unwanted guests. Ananasi using this rite can take the bodies of previous victims or even their own molted exoskeletons and set them up as a defensive perimeter in and around their special places. More often than not these guardians are buried or hidden - walking into an apartment and finding gigantic spider carapaces or rotting corpses is blatant on a level most Ananasi try to avoid. But once "activated" by the intrusion of anyone who doesn't belong in the area, the automatons immediately attack, using the simplest of methods to defend the lair of their creator.
  
'''System:''' The participants meditate as the ritemaster performs the rite. The difficulty is 8 minus the level of the Wallow. The number of successes must equal the level of the target wallow. There need to be three more successes if no true Mokole are watching at the other end. (i.e. if a wallow destination is tended only by a sleeping elder).
+
'''System:''' The Damhan must spend one blood point and one Gnosis on each of the guardians created, preserving the remains and animating them with the energies they will need to fight against intruders. The physical statistics of these guardians are about half those they had in life, and despite their appearance, they have no real intelligence. Mind-affecting Gifts do not affect them. They must be completely destroyed before they will stop.
  
''(Mokole BB, p93)''
+
''(Ananasi BB p97)''
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Walking in Your Footsteps (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite enables a Mokole to follow those who have gone before her. The ritemaster locates the footsteps of a past Mokole; these may be the day before, a hundred years before, or be fossilized. However, the footsteps must be visible. As the Mokole enacts the rite, she stands in the footsteps of the ancestor and calls for the ancestor's aid. If successful, the forebear's ability is passed on.
 
 
 
'''System:''' In addition to the ordinary roll, the ritemaster must make a Mnesis roll or have a remembrancer make one for her, in order to know what the ancestor did, or could do. The Storyteller makes this roll and keeps the result secret. If the rite is a success, one Ability owned by the ancestor, including Mnesis, is made available to the ritemaster for the duration of the story. However, if the Storyteller determines that the Mnesis roll failed, or that the ancestor did not have this ability, then another attribute possessed by the ancestor, such as arthritis, could come to the ritemaster. If the roll is a botch, the number of 1's rolled is the number of permanent points lost by the ritemaster in an area of the Storyteller's choice.
 
 
 
''(Mokole BB, p91)''
 
 
----
 
----
  
 
==Level 5==
 
==Level 5==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Anamnesis (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite enables a Mokole to communicate Mnesis to another directly. The Mokole who wishes to do so can pass on visual impressions, thoughts and feelings. However, the communication is imperfect.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of One (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This sacred Rite of One is a powerful rite taught only to the most trusted Ananasi. With this rite three Ananasi can join into one being, becoming an avatar of the Mother-Queen. One must be Tenere, one Kumoti, and one Hatar. This rite may only be performed in one of the sacred places, special locations in the Umbral where the Damhan teach their young about the ways of the Ananasi.
  
'''System:''' The remembrancer and the subject must share one of the teacher plants of Gaia (a hallucinogen). The subject automatically takes one health level of damage from the noxious drugs. The remembrancer must succeed in a Mnesis roll to find the desired memory, and then make a Gnosis roll against a difficulty of the Subjects Willpower. In the case of non-Mokole subjects, the difficulty is 9. The number of successes determines the extent of memories communicated. In unusual cases, the rite can be performed more than once on the same person, resulting in one person with vast amounts of Mnesis. The memories of lost clutches and bloodlines have been saved this way. However, if one person receives the Mnesis of more people than he has points of Willpower, then he will almost certainly become insane. The Mnesis given may be passed on to the descendants of the recipient as with any other Mnesis
+
'''System:''' Each of the three chosen Ananasi breaks down into the Crawlerling form, offering themselves to queen Ananasa, who then takes over the three bodies, using them as her link to her Children. When she appears, she is simultaneously hideous and magnificent to behold. While she is present, Ananasa assesses her new Children and decides which aspect each will follow. One Gnosis point is taken from each of the Damhan present, drawn from them by force, in order to allow the Mother-Queen to appear. No rolls are necessary for this rite, as Ananasa herself decides when this rite will be performed.
  
''(Mokole bb, p92)''
+
Every Ananasi meets the Queen at least once in their lives. Though there are no physical changes in the hosts of Ananasa, the spiritual impact of hosting even a fragment of her consciousness is considered a blessing.
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Bones of Time (Death)</font>''' - This rare rite is known to a few Mokole of the Americas and China. It allows a ritemaster to retrieve Mnesis from remains of the dead, including "dragon's bones", fossil dinosaurs and similar items. To enact the rite the ritemaster must caress the remains while chanting the Song of Bones, which lasts for many hours if all its cantos are sung. Other Mokole sometimes dance as an accompaniment to the ritemaster's song.
 
  
'''System:''' The ritemaster rolls Charisma + Rituals as usual, difficulty 7 (if the remains are mutilated, such as a lizard-skin coat, the difficulty is 9). When the Song is done, the Mokole may enter a Mnesis trance for one day. He may then add the number of successes gained on the rite to his Mnesis roll. The Storyteller will determine what memories could be gleaned - the dragon's bones of Chinese medicine shops or the dinosaur fossils of the Smithsonian might possess some interesting memories indeed. Any number of Mokole may attempt to gain memories from the bones, but if more try than the ancestor's Gnosis score (or more than one, if the ancestor was not Mokole), the remains will crumble.
+
''(Ananasi BB p98)''
 
 
''(Mokole BB, p91)''
 
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Citadel of the Dragon (<font color=magenta style="text-shadow: 5px 5px 8px magenta;">Wallow</font>)</font>''' - Through chanting that helps her dig into her Mnesis while guiding a group of artisans, this rite allows the ritemaster to direct the carving of stone structures with images of the Dragon Kings. These images are so horrific that they tap into the terror that the Mokole cause in mammals. This rite once allowed Mokole to construct stone citadels hidden from mankind.
 
  
'''System:''' To perform the ritual, the ritemaster must make a Charisma + Rituals roll, and the least talented of the artisans must make a Dexterity + Crafts roll (substituting Expression or Repair if the Storyteller prefers), the difficulty being 7. The Storyteller will determine the number of successes needed depending on the size of the structure: a small shrine will take fewer days than a castle. If the rite succeeds, the building will cause the Delirium.
+
=='''Viskr Rites'''==
 +
The Viskr serve as the balancers, weavers and unweavers of things that must be repaired. These rites are meant to aid them in restoring Balance. They are all considered Mystic Rites.  
  
Unfortunately, Mokole know that fear engenders hatred, and occasional hunters are strong-willed enough to fight instead of fleeing, especially if they attack at night when the stones cant be seen clearly.
 
 
''(Mokole BB, p94)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Eidolon (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - Mnesis is powerful: it is a direct exercise of the Mokole's purpose as the Memory of Gaia. The Rite of the Eidolon allows the images (eidolons) contained in Mnesis to take shape. It is different from the Shadows by the Fire Light gift in that the image is not merely "backdrop"; it is as real as the mind of the remembrancer who imagines it.
 
 
'''System:''' The rite may be performed alone or by a group. The ritemaster goes into a Mnesis trance, focusing on a person or thing of the past (such as an Egyptian inscription, African statue or a long lost ancestor) and meditates for a number of hours equal to his Mnesis score (which must allow him to behold the period of history that the eidolon is from). He then spends one Gnosis to materialize the eidolon for one scene. to preserve it for another scene, he must spend another Gnosis point. The number of successes on the rite roll is the number of things that the eidolon is capable of:
 
 
{|class="wikitable" style="text-align: center;" width="25%"
 
! style="min-width: 100px" | Successes
 
! style="min-width: 500px" | Eidolon's Strength
 
|-
 
|1
 
|The eidolon is visible as a vague outline to observers.
 
|-
 
|2
 
|The eidolon can be seen clearly.
 
|-
 
|3
 
|The eidolon can answer questions by nodding, shaking its head, or gesturing, but cannot speak. If the image is of a non-living thing, it can be seen clearly enough to answer any questions about its appearance and is three-dimensional.
 
|-
 
|4
 
|The eidolon can speak in response to a question, but cannot say anything that the remembrancer does not already know.
 
|-
 
|5+
 
|The eidolon can access the deepest recesses of Mnesis and can speak as if it were the living thing it once was. If an object, it can be touched and handled as if real.
 
|-
 
|}
 
 
Note that the eidolon is a memory, not a ghost. It does not come from the Shadowlands and it probably does not know any cosmic secrets. The storyteller can allow this to become a voodoo-like 'summoning' with dark implications if he wishes to do so, or allow it to be a glimpse of lost glories.
 
 
''(Mokole BB, p92)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Lost Dreams (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite allows any person to be lowered into the Sea of Shadows with the express purpose of regaining memories that have been lost on account of a whole clutch being destroyed. The person who goes does not have to be Mokole. This is more than just a dangerous form of Mnesis; it allows the recipient to make those memories a part of them. In a sense, it brings a dead clutch back to life. The reasons for doing this are varied, but are always serious; this rite is a deadly affair.
 
 
'''System:''' The ritemaster first summons spirits of War and Time, who will accompany the quester. The ritemaster must find some way to compensate them. The Storyteller should keep track of the spirits and their nature and powers.  When being lowered into the Sea of Shadows, the subject of the rite will first fall blindly into the Abyss. If all goes well, the spirit guides will protect the subject from the ravenous Dead who lurk there. This wont prevent them from vainly clawing, screaming and threatening the subject. They can also offer to grant him favors, offering to "spare" him from harm. They are usually lying, of course. Occasionally, a powerful monstrosity may come along, and unless the quester can climb out of the Abyss very soon, he will probably die, as he will have to fight the attacker without being able to see it. He will also risk losing his mind from the madness that these infernal beings carry from fear. If you have Wraith: The Oblivion, use the rules for Specters. Otherwise, assume that the attackers are Dark Umbral spirits roughly equal to the traveler in power. If he passes these spirits, then he goes into the Sea of Shadows itself.
 
 
If the subject goes deep enough into the Sea, he will experience some part of the memories sought, and will incorporate them into himself. As such memories would otherwise be lost, this is one of the most honorable feats a Mokole can perform.
 
 
''(Mokole BB, p92)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of the Sleeping Dragon (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - This rite enables the ritemaster to send another into the Sleep of the Dragon; the effects are much like those of the Gift of the same name.
 
 
'''System:''' The ritemaster must lay the sleeper down and cover her (in mud, in a hill of stones, in a mummy case, etc.) while reciting the Chant of the Dragon. If the sleeper resists, the difficulty is her Willpower. The sleeper can be awakened by being moved or touched, or by a condition set up by the ritemaster. The ritemaster can use this rite to put himself to sleep.
 
 
''(Mokole BB, p92)''
 
-----
 
 
='''Gumagan Rites'''=
 
 
{|
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
'''Level 1'''
* Djunggawon
+
* Studying the Great Web
* The Oknanikilla
+
* Summon Paradox
* Songs of the Dreamtime
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
* Into the Waterhole
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
 
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
'''Level 4'''
* Tjurunga
+
* Rite of Weaving
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
 
 
 
|}
 
|}
  
  
 
==Level 1==
 
==Level 1==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Djunggawon (<font color=red style="text-shadow: 5px 5px 8px red;">Renown</font>)</font>''' - This rite of Renown is a rite of passage for Kinfolk and Gumagan. It takes place when they are young. The mob will assemble at a waterhole or sacred site. The men (for a boy) or women (for a girl) go off together. They then tell the child about the Gumagan and the spirits of the Dreamtime. The rite involves body art: painting, circumcision, or the removal of one tooth. For Kinfolk, this is the moment at which the adolescents become adults. The Gumagan usually pass from the ceremony to their great trance in which they dream their Archid form.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Studying the Great Web (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - Using this rite allows the Viskr to examine the Great Web as a whole, literally seeing the universe as it truly is. The image is not exact - the Ananasi, despite their detached state of mind, couldn't handle that much information, or the greater truths of reality - but does give an indication of what and where the Viskr should concentrate their efforts to restore Symmetry.  
 
 
'''System:''' Men and women who bear the scars of this rite will be recognized by anyone else who is also initiated this way, and receive an extra die on Social rolls with any native people of Bandaiyan. Thereacter, they may learn the rituals and songs that they are in line to inherit from uncles, aunts, and other elders.
 
 
 
Suchids perform this rite as well, but the Mokole themselves initiate the young one by biting them.
 
 
 
''(Mokole BB, p94)''
 
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Oknanikilla</font>''' - The Gumagan, Australia's native Mokole, originated this rite and allowed their allies, the Bunyip, to share it. It is performed alone. The ritemaster, who must be a gravid female, makes a long journey along the "paths of the ancestors" (songlines) to an oknanikilla, a place where a totem has manifested. Usually this place will be a wallow, or it once was one. (Of course, many oknanikilla are now wallows of the egg-smashers). The totems give special favor to anyone born in their sacred sites.
 
  
'''System:''' After performing the rite, the mother-to-be spends one or more Gnosis points, and lays her eggs or gives birth on the site. She remains there until the eggs hatch (if suchid) or until she is able to walk after the birth (if homid). The number of Gnosis spent is the number of additional dice that the child may roll, when an adult, when trying to call the totem of the sacred place.
+
'''System:''' While in her Sylie, the Viskr consumes certain salts and herbs to enter an altered state. Over the course of the next two days, spent in meditation and prayer, the most immediate threats to the Great Web's Symmetry are revealed in symbolic visions to the Ananasi. Those threats must be considered and interpreted by the Viskr before any actions are taken. It is not uncommon for several Viskr to get together after using this rite, the better to compare notes and interpret what they have seen.
  
''(Mokole BB, p94)''
+
''(Ananasi BB p98)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Songs of the Dreamtime</font>''' - This rite is associated with spirit songs. The ritemaster must sing the song for a place (such as a songline) or a thing (such as a tjurunga; see below). He is then able to use the songline to travel or read the memories of the ancestor, usually via the Gifts of the Gumagan.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Summon Paradox (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Viskr have an... understanding with Paradox spirits. They see things in much the same way that the Weaver's own antibodies do; basically, if something shouldn't be there, it's offensive and must be punished. Though they cannot command the Paradox spirits, they can call things to their attention, and they often do so. This powerful rite simply marks something as "wrong". Once that's done, the Paradox spirits decide what to do about the matter.
 
 
'''System:''' The roll is Manipulation + Rituals, difficulty 6. However, to learn the rite, you must inherit the rite.
 
  
''(Mokole BB, p94)''
+
'''System:''' The ritemaster rolls Wits + Occult (difficulty 6) and makes a mark on the target by touching it. In cases where the target is human or a mage, full contact must be made, even if it's only a handshake or a light brush against the target. Each success increases the chances that a Paradox spirit will react immediately to the situation, meting out punishment for any Paradox the mage - or other entities such as spirits which should not be in the physical realm - has accrued. In the case of mages, the Paradox spirits exact revenge as they always have. In the case of spirits, Paradox spirits normally shove them back into the Umbra rather abruptly. In the case of mundane targets, the rite simply makes the chances of phenomenal good luck, or equally outrageous bad luck, less likely.
  
==Rank 2==
+
''(Ananasi BB p98)''
'''<font color=black style="text-shadow: 5px 5px 8px black;">Into the Waterhole (Death)</font>''' - This rite allows the soul of a dead person to be free. The body is disposed of by exposure, cremation or burial. The ritemaster then sings and dances and burns the dead person's possessions while calling their name. The soul passes on into a waterhole to be reborn, and does not haunt the living any more. Most souls welcome this rite. Some, frighteningly, do not...
 
 
 
System: Like other Rites of Death, the roll is Charisma + Rituals.
 
 
 
''(Mokole BB, p94)''
 
 
----
 
----
  
 
==Rank 4==
 
==Rank 4==
'''<font color=black style="text-shadow: 5px 5px 8px black;">Tjurunga</font>''' - This Rite enables a Gumagan to put some of their Mnesis into a carved and painted board, a tjurunga. The Mnesis can be accessed by anyone who knows the spirit songs.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Rite of Weaving (<font color=purple style="text-shadow: 5px 5px 8px purple;">Mystic</font>)</font>''' - The Viskr using this rite can alter reality in minor ways, by reweaving the Great Web to accommodate her desires. This ability cant alter the past, but it can rewrite the present in minor ways. A person who is almost certain to die can be healed of the worst of the life threatening wounds, and be given a much greater chance of surviving the damages inflicted. A stock that should be plummeting in a stock market crash can be kept from certain fiscal disaster - presuming the rite is begun and completed in time.
  
Gumagan mobs often trade tjurunga. This is a common way to establish alliances and unify the people. The hereditary owners of tjurunga are very choosy about whom they exchange them with, or at least they used to be. Tjurunga are exchanged across thousands of miles among mobs who know each other well.
+
The downside of this ability is that reweaving reality is much like a human mage's power of true magic; reweaving the Great Web is not a power that the Weaver has granted, and the Viskr who uses this rite runs the risk of attracting Paradox spirits, the antibodies of the Great Web.
  
There are said to be three tjurunga left which were made by the Bunyip before they perished. No one knows where these mystic spirit boards are located, but the Gumagan are looking for them. They hope to find them before the European Garou do.
+
'''System:''' The player must spend three Gnosis points as well as roll Intelligence + Occult (difficulty 9). Each success allows the Viskr to carefully reach out to the Great Web, touching the strands and moving them to where they need to be to alter the reality of the situation. One success would be enough to maintain an injured life that is on the edge of death; five successes would heal virtually all of the wounds, but it would still leave very serious scars. A botch instantly attracts a Paradox spirit.
  
'''System:''' The ritemaster must sacrifice a point of permanent Gnosis and carve and paint the board during the rite. The tjurunga is then stored in a sacred cave or other such place. Anyone seeking to read it must sing and make an Expression + Rituals roll, difficulty 7. The number of successes is the number of memories that emerge.
+
The full power of the rite is left to the Storyteller to adjudicate, but we recommend that the rite be left incapable of doing anything that a Rank Three Gift or so couldn't accomplish. Healing wounds and popping locks is fine; healing fomori and creating zombies is far too much. The more blatant the change in reality, the more likely a Paradox spirit is to come and punish the Viskr for his presumption - in other words, the spirit might arrive whether the roll botches or not. The precise odds are left to the Storyteller's discretion; it's easy enough to tell when a Viskr has dared too much.
  
''(Mokole BB, p94)''
+
''(Ananasi BB p98)''
 
----
 
----
  
='''Zhong Lung Rites'''=
 
{|
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 1'''
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 2'''
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
 
| style="vertical-align: top; width: 20%" |
 
'''Level 5'''
 
* Shedding Bones
 
|}
 
 
 
==Level 5==
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Shedding Bones</font>''' - This powerful rite allows the Zhong Lung to prolong his life. He must first prepare a medicinal potion of herbs to restore the balance of yin and yang. This takes some time. He may also engage an herbalist to make it for him. He will then identify his weakest and oldest bones, and push them out through his skin. As he does so, his youth returns to him.
 
 
'''System:''' As the rite is performed, the Zhong Lung must sacrifice a permanent point of Gnosis to grow a new bone for each bone expelled. For each point of Gnosis thus sacrificed (and each bone renewed), five years of physical age return to the ritemaster. The cast-off bones are valued by wu-magicians, herbalists, and paleontologists.
 
 
''(Mokole BB, p95)''
 
  
 
[[Category:Shifter]]
 
[[Category:Shifter]]
 
[[Category:Fera]]
 
[[Category:Fera]]
[[Category:Mokole]]
+
[[Category:Ananasi|*]]
 
[[Category:Stats]]
 
[[Category:Stats]]

Latest revision as of 21:31, 17 June 2023

Garou.png Garou rites

Rituals by Name · Rituals by Type
Fera rites Fera Rituals · Hengeyokai Rituals
Ajaba.png Ananasi.png Bastet.png Corax.png Gurahl.png Kitsune.png Mokole.png Nuwisha.png Ratkin.png Rokea.png
Ajaba Ananasi Bastet Corax Gurahl Kitsune Mokole Nuwisha Ratkin Rokea

Type Roll Difficulty
Accord Cha + Rituals 7
Caern Varies (max. Gnosis) 7
Mystic Wits + Rituals 7
Minor None None

Ananasi Rites

Unlike the Garou, for whom rites are social acts they believe bring them closer to the spirits they serve and bind them as a community, Ananasi rites are typically solitary affairs, usually performed in the privacy of their Sylie. Ananasi rites rely on controlled and calculated movements that are designed to simulate many of the historical moments in Ananasi lore. While this is a ceremonial dance to the Damhan, to an outsider it is more likely to appear as very stoic, cold, repetitive motions. Ananasi rites are typically performed in their Pithus form.

Note: Rites marked with a * are not explicitly listed as available to Ananasi in the source material, but have been allowed on the game. Per WhoopingCrane, Rite of Cleansing, Rite of Spirit Awakening, and Rite of Summoning have been allowed for fera in general. Preserve the Fetish and Renewing the Talen should also be fine for Ananasi as they're generic fetish/talen maintenance rites.


Ananasi divide their rituals into the following categories:


First Rites

Ananasi are often taught these rites by their teachers before they are released into the world, as a way to help them establish themselves as part of the Great Web, or are general purpose rites that most Ananasi will learn.

  • 0: Breath of Ananasa (identical to Breath of Gaia)
  • 1: Preserve the Fetish*
  • 1: Rite of Cleansing*
  • 1: Rite of the Questing Stone
  • 1: Rite of Silence
  • 1: Rite of Spinning
  • 1: Rite of Talisman Dedication
  • 2: Recorder
  • 2: Rite of Appeal
  • 2: Tapping Ananasa's Wisdom
  • 3: Guardians


Triumvirate Rites

These rites allow the Ananasi to call upon the other Damhan, spirits, or even upon Ananasa herself, should the need be great enough.

  • 1: Rite of Binding
  • 2: Renewing the Talen*
  • 2: Rite of Spirit Awakening*
  • 2: Rite of Summoning*
  • 3: Fylfot's Rite (identical to Rite of the Fetish)
  • 3: The Gathering Children
  • 5: Rite of One

Sources: PGttCB 52, Ananasi 96-99

Rite Details

Minor

  • Breath of Gaia (Breath of Ananasa)

Level 1

  • Rite of Binding
  • Rite of the Questing Stone
  • Rite of Silence
  • Rite of Spinning
  • Rite of Talisman Dedication

Level 2

  • Recorder
  • Rite of Appeal
  • Tapping Ananasa's Wisdom

Level 3

  • Rite of the Fetish (Fylfot's Rite)
  • The Gathering Children
  • Guardians

Level 5

  • Rite of One


Minor

Breath of Ananasa (Minor) - As the Garou Minor Rite: Breath of Gaia - During this rite, the werewolf breathes deeply of Gaia's breath - that is, clean air - 13 times. While so breathing, she clears her mind of all things save her love of Gaia.

System: The character must perform this rite at least once per day for one full cycle of the moon. So doing enables the Garou to lower the difficulty level of any one healing or detection roll by two

(PGttCB p52, Ananasi BB p96, WWRevised p166)


Level 1

Binding (Mystic) - As the Garou Mystic Rite: 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 go 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. No 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.

(PGttCB p52, Ananasi BB p96, WWRevised p160)


Rite of the Questing Stone (Mystic) - As the Garou Mystic Rite: 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 hair or a piece of cloth). He must dangle a stone or a 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.

(PGttCB p52, Ananasi BB p96, WWRevised p160)


Rite of Silence (Mystic) - As the Garou Mystic Rite: Rite of Silence - Garou who need to be silent use this rite to make up for any lack in natural ability. For the duration of this rite, the Garou are incapable of making any noise even if they bang on a drum or shatter glass. With the assistance of Raven spirits, the Garou can sneak through dry underbrush or over a gravel road without making a sound.

System: The Garou invoking this rite confines herself in a dark room or cave. She whispers her darkest secret and then utters and oath of silence. Raven spirits, attracted by her secret, carry any sound she makes into the Umbra once she leaves her confinement. If the werewolf chooses to speak for any reason, the rite ends immediately. The Raven spirits, disappointed that the Garou did not reveal any more secrets, return the sounds they carried. For several minutes, the Garou is surrounded by a cacophony she created earlier.

This rite silences only those sounds the Garou would have made directly. If she were to throw a rock at a window, for instance, the whistle of the rock through the air would be silent, but the shattering glass would not. If she punched the glass with her bare hand, the breaking window would not make a sound.

(Ananasi BB p96, WWPG 2ndEd p45)


Rite of Spinning (Mystic) - The first rite learned by the new Ananasi allows her to create her Sylie. Usually placed in a secure corner of her abode, the Sylie appears to be a large cobweb. Its style varies according to the Ananasi's personal preference. Here, the werespider comes to communicate with the two Ananasi in closest physical proximity to her. The Ananasi can send messages to their geographic partners in a manner similar to telepathy if both or all participants are currently in their Sylie. Knowledge can be given to or taken from the Great Web by tapping into its strands from the Sylie. The Mother-Queen may also communicate with her child within the Sylie, but only if she herself initiates contact; Ananasa may not be summoned. The Sylie may be located in a small room, an attic, a closet, a cave, or wherever the Ananasi feels most secure.

System: The werespider purifies herself and the chosen area for a week, removing outside objects from the site and spending her time guarding the area from outside influences. The Ananasi rolls Intelligence + Occult (difficulty 10), though each day of fasting and meditation reduces the difficulty by 1, to a minimum of 4. After spending four Gnosis points, the Ananasi may build her Sylie, which exists in both the physical world and in the Umbra. Each success lowers the difficulty to crawl sideways in the Sylie by 1. The Ananasi must spend one hour per square foot in weaving her Sylie. If interrupted, she must start the entire ritual over from the beginning.

(PGttCB p52, Ananasi BB p96)


Talisman Dedication (Mystic) - As the Garou Mystic Rite: Rite of Talisman Dedication - This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accommodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.

System: The cost is one Gnosis point per outfit's worth of clothes, or other object dedicated, and a character may never have more objects bound to himself than his Gnosis score (an outfit counts as one item). Certain large objects (Storyteller's discretion) are considered to be more than one for the purposes of "cost". 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.

(PGttCB p52, WWRevised p160)


Level 2

Recorder (Mystic) - The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound activated and simply records and stores up to one hour of sounds, much like a tape recorder. The webbing can then be "played back" at any time, and can even be moved before it is used.

System: The web is sensitive and "intelligent" enough not to record random noises, but rather to record what is made to record, such as conversations or specific noises like the how's of wolves. Everything else works as per a standard mystic rite.

(Ananasi BB p96)


Rite of Appeal (Accord) - Though it is Queen Ananasa who decides when a Damhan has reached the proper knowledge and wisdom for an increase in rank, the Ananasi may call to her if they feel they have been overlooked. (It's generally considered appropriate to remind Mother that you've been very good lately, especially if you really have been.)

System: The Ananasi must remain holed away in his Sylie for two days in preparation - fasting and meditating for the Appeal. Once the time is right, the character spends two Gnosis to establish a connection to the Mother-Queen and then speaks to Ananasa - who does indeed listen - and recites the list of accomplishments and goals achieved for the further honor and glory of the Mother-Queen.

If the character has indeed reached the proper levels of Renown, Queen Ananasa will reward them with the new Gifts and markings that indicate a higher rank. If not, the character may find himself saddled with a new task which will provide no Renown, as a punishment for his hubris.

(Ananasi BB p97)


Tapping Ananasa's Wisdom (Accord) - The Ananasi secludes herself in her Sylie and uses this ritual to gain the attention of the Mother-Queen in order to learn a new Gift. If she succeeds, Queen Ananasa turns her attention to her child and teaches her the desired Gift, which the werespider must practice until she gains the approval of her Queen.

System: The ritemaster must roll Charisma + Rituals (difficulty 7). The Ananasi must also bring an offering of some sort - a treasured object, even a Fylfot. When it dissapears from the Sylie, she knows she has learned the Gift to the Mother-Queen's satisfaction.


(PGttCB p52)


Level 3

Fylfot's Rite (Mystic) - As the Garou Mystic Rite: Rite of the Fetish - This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.

System: See the Fetish Creation chart for the steps for making a fetish.

(PGttCB p52, Ananasi BB p96, WWRevised p161)


Gathering the Children (Accord) - In times of great need, an Ananasi may call a gathering of others to meet in person rather than share ideas through the Great Web. This rite is spread through the Great Web, and not only informs other Ananasi of the meeting, but also of the reason behind the call. The Ananasi are not a petty or impetuous breed, so this rite is performed only in dire circumstances. Any spider that uses this rite without just cause is likely to be met by a group of angry cousins. The location of the meeting can never be far from the Sylie that the Ananasi used to issue the request.

System: The player must make a successful Charisma+Rituals roll; the difficulty is determined by the number of Ananasi that the character is attempting to call. The rite allows the Ananasi to call any spider in the Great Web.

Difficulty Number of Ananasi
6 1-5
7 6-12
8 13-25
9 26-49
10 50 or more

(Ananasi BB p97)


Guardians (Caern) - The Ananasi are very protective of their personal space, especially where their Sylie is located, and often have a few surprises waiting in their special places for unwanted guests. Ananasi using this rite can take the bodies of previous victims or even their own molted exoskeletons and set them up as a defensive perimeter in and around their special places. More often than not these guardians are buried or hidden - walking into an apartment and finding gigantic spider carapaces or rotting corpses is blatant on a level most Ananasi try to avoid. But once "activated" by the intrusion of anyone who doesn't belong in the area, the automatons immediately attack, using the simplest of methods to defend the lair of their creator.

System: The Damhan must spend one blood point and one Gnosis on each of the guardians created, preserving the remains and animating them with the energies they will need to fight against intruders. The physical statistics of these guardians are about half those they had in life, and despite their appearance, they have no real intelligence. Mind-affecting Gifts do not affect them. They must be completely destroyed before they will stop.

(Ananasi BB p97)


Level 5

Rite of One (Mystic) - This sacred Rite of One is a powerful rite taught only to the most trusted Ananasi. With this rite three Ananasi can join into one being, becoming an avatar of the Mother-Queen. One must be Tenere, one Kumoti, and one Hatar. This rite may only be performed in one of the sacred places, special locations in the Umbral where the Damhan teach their young about the ways of the Ananasi.

System: Each of the three chosen Ananasi breaks down into the Crawlerling form, offering themselves to queen Ananasa, who then takes over the three bodies, using them as her link to her Children. When she appears, she is simultaneously hideous and magnificent to behold. While she is present, Ananasa assesses her new Children and decides which aspect each will follow. One Gnosis point is taken from each of the Damhan present, drawn from them by force, in order to allow the Mother-Queen to appear. No rolls are necessary for this rite, as Ananasa herself decides when this rite will be performed.

Every Ananasi meets the Queen at least once in their lives. Though there are no physical changes in the hosts of Ananasa, the spiritual impact of hosting even a fragment of her consciousness is considered a blessing.

(Ananasi BB p98)


Viskr Rites

The Viskr serve as the balancers, weavers and unweavers of things that must be repaired. These rites are meant to aid them in restoring Balance. They are all considered Mystic Rites.

Level 1

  • Studying the Great Web
  • Summon Paradox

Level 4

  • Rite of Weaving


Level 1

Studying the Great Web (Mystic) - Using this rite allows the Viskr to examine the Great Web as a whole, literally seeing the universe as it truly is. The image is not exact - the Ananasi, despite their detached state of mind, couldn't handle that much information, or the greater truths of reality - but does give an indication of what and where the Viskr should concentrate their efforts to restore Symmetry.

System: While in her Sylie, the Viskr consumes certain salts and herbs to enter an altered state. Over the course of the next two days, spent in meditation and prayer, the most immediate threats to the Great Web's Symmetry are revealed in symbolic visions to the Ananasi. Those threats must be considered and interpreted by the Viskr before any actions are taken. It is not uncommon for several Viskr to get together after using this rite, the better to compare notes and interpret what they have seen.

(Ananasi BB p98)


Summon Paradox (Mystic) - The Viskr have an... understanding with Paradox spirits. They see things in much the same way that the Weaver's own antibodies do; basically, if something shouldn't be there, it's offensive and must be punished. Though they cannot command the Paradox spirits, they can call things to their attention, and they often do so. This powerful rite simply marks something as "wrong". Once that's done, the Paradox spirits decide what to do about the matter.

System: The ritemaster rolls Wits + Occult (difficulty 6) and makes a mark on the target by touching it. In cases where the target is human or a mage, full contact must be made, even if it's only a handshake or a light brush against the target. Each success increases the chances that a Paradox spirit will react immediately to the situation, meting out punishment for any Paradox the mage - or other entities such as spirits which should not be in the physical realm - has accrued. In the case of mages, the Paradox spirits exact revenge as they always have. In the case of spirits, Paradox spirits normally shove them back into the Umbra rather abruptly. In the case of mundane targets, the rite simply makes the chances of phenomenal good luck, or equally outrageous bad luck, less likely.

(Ananasi BB p98)


Rank 4

Rite of Weaving (Mystic) - The Viskr using this rite can alter reality in minor ways, by reweaving the Great Web to accommodate her desires. This ability cant alter the past, but it can rewrite the present in minor ways. A person who is almost certain to die can be healed of the worst of the life threatening wounds, and be given a much greater chance of surviving the damages inflicted. A stock that should be plummeting in a stock market crash can be kept from certain fiscal disaster - presuming the rite is begun and completed in time.

The downside of this ability is that reweaving reality is much like a human mage's power of true magic; reweaving the Great Web is not a power that the Weaver has granted, and the Viskr who uses this rite runs the risk of attracting Paradox spirits, the antibodies of the Great Web.

System: The player must spend three Gnosis points as well as roll Intelligence + Occult (difficulty 9). Each success allows the Viskr to carefully reach out to the Great Web, touching the strands and moving them to where they need to be to alter the reality of the situation. One success would be enough to maintain an injured life that is on the edge of death; five successes would heal virtually all of the wounds, but it would still leave very serious scars. A botch instantly attracts a Paradox spirit.

The full power of the rite is left to the Storyteller to adjudicate, but we recommend that the rite be left incapable of doing anything that a Rank Three Gift or so couldn't accomplish. Healing wounds and popping locks is fine; healing fomori and creating zombies is far too much. The more blatant the change in reality, the more likely a Paradox spirit is to come and punish the Viskr for his presumption - in other words, the spirit might arrive whether the roll botches or not. The precise odds are left to the Storyteller's discretion; it's easy enough to tell when a Viskr has dared too much.

(Ananasi BB p98)