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Spirit Howl: A werewolf has a place in the spirit ecology. For the most part, the place they occupy is
that of “dominant predator,” and with some effort, an Ithaeurcan clai m that position. Once per
chapter, the character can let out a howl that, while silent in the Flesh, reverberates through
the Shadow. Spirits of lower Rank than the werewolf flee the area, hide, or go dormant, while more
powerful spirits avoid the werewolf out of deference. Spirits that are actively allied with the
werewolf’s pack or tribal totem might even come to his aid, though the Ithaeur shouldn’t ever count
on that. Only spirits that are outright hostile to the pack do not show deference, though their
Defense is penalized by the werewolf’s Wisdom Renown. This howl does not require a roll, but does
require the player to spend a point of Essence.
Gifts:
This Facet grants power over wave and water, over rain and river. At the Uratha’s call, it surges,
strengthens or recedes.
Cost: Varies
The Uratha gains Influence (Water) equal to her dots in Wisdom. She can use this Influence in the
same way as a spirit. Her dice pool for Influence (Water) rolls is equal to her Manipulation + Occult +
Wisdom.
The primal tongue of the Uratha easily masters the languages of beasts and birds.
Cost: None
Duration: Permanent
The Uratha can communicate with and understood any known animal. Animals may have limited
understanding of the world around them and are likely to be afraid of a werewolf, but this Facet
does allow the Uratha to engage in Social maneuvers against an animal.
Rites
Sacred Hunt
The Sacred Hunt, the Siskur-Dah, is the most holy of all rites. Many werewolves believe that it draws
upon the laws of the hunt that the Wolf-Mother herself personified.
Symbols: The hunt, prey, claws or weapons, blood
Action: Extended (10 successes; each roll represents 1 minute)
Success: The rite binds hunters and prey into the Siskur-Dah. All werewolves present are cast as the
hunters. The ritemaster must indicate the intended prey during the rite, which can be an individual
or a group, but they do not need to be identified with precise details or names.
The rite has three effects:
All participating werewolves gain theSiskur-DahCondition.
If the Uratha bring down a spirit that is the prey of this rite, they may divide its remaining Essence
amongst themselves as they see fit; this can be used to destroy a spirit by draining all its Essence and
discorporating it, but doing so is usually a breaking point toward Spirit and is seen as disrespectful if
done without good reason.
If the Uratha chase down spirit-prey that knows the symbols of a rite or can carve the secret of a
Gift, any Uratha hunter present can expend the necessary Experiences to be marked with the Gift or
learn the rite from the spirit. If this is done, the hunters do not get any Essence if they then bring
the spirit down, and doing so is a breaking point toward Spirit.