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Auspice Benefit:

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:

Shadow Gaze (Crescent Moon 1)


This Facet forces the Shadow to spill forth its secrets before the baleful gaze of the Ithaeur.
Cost: 1 Essence
Duration: 1 scene
The Ithaeur adds her Wisdom Renown to all Empathy rolls made when interacting with spirits and
the Ridden.
Shadow Gaze can also be used directly against any spirit that the Ithaeur can perceive, revealing the
symbolic truth buried at its heart. Second and subsequent uses of this ability in the scene cost 1
Essence each.
Dice Pool: Wits + Occult + Wisdom versus Resistance
Action: Instant, may be Contested
Roll Results
Dramatic Failure: The Ithaeur is unable to read the spirit, and the spirit becomes aware of the
Ithaeur’s attempt to do so.
Failure: The Ithaeur is unable to read the spirit.
Success: The Ithaeur learns the spirit’s ban or bane.
Exceptional Success: The Ithaeur learns both the spirit’s ban and bane.

Eyes of the Dead (Death, Wisdom)

The last moments of life reflect in the eyes of the dead.


Cost: 1 Essence
Dice Pool: Wits + Occult + Wisdom
Action: Instant
The Uratha can use this Facet on any remains — human or otherwise — that still possess eyes. The
eyes do not need to be totally intact, but they must be present. The state of the rest of the corpse is
irrelevant.
Roll Results
Dramatic Failure: The Uratha is overwhelmed with the cold touch of death and gains the Ban
Condition. She cannot look directly into the eyes of another for the Condition’s duration.
Failure: The Facet fails.
Success: The Uratha gains a vision of the last thing the victim saw before he died in clear detail. She
also gets an impression of what he was feeling at the time (pain, fear, confusion etc.). If she sees any
people in the image, she gets a sense of how the victim felt about that person in general and
the person’s name, if the victim knew it.
Exceptional Success: The Uratha gains the victim’s memories leading up to his death, imparting a
vision of the Uratha’s Wisdom Renown in minutes’ length.

Heart of Water (Elemental, Wisdom)

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.

Beast Talker (Hunting, Honor)

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.

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