Post by Lisa on Nov 5, 2016 13:51:10 GMT
Kuasha Rites.txt (6.5 KB)Moon Rites.txt (11.98 KB)Need.txt (3.24 KB)
Taghairm:
Charisma + Rituals
Diff 7
Taghairm Rites
Bastet aren't social animals as a rule, so when they gather, certain
rituals must be observed. These rites create an aura of fellowship
and trust - essential ingredients for a gathering of territorial Folk
- and keep things proceeding smoothly.
During each taghairm, one Bastet is chosen as the ritespeaker,
either by the roup or by the host of the gathering. From then on,
that person carries the respect and responsibility of her office.
Most regular taghairms have permanent ritespeakers; these cats gain
additional status with the post (see "Renown" in Chapter Three).
Although the ritespeaker performs most Taghairm Rites in that
location, she'll often appoint assistants in case she leaves
between gatherings, or to help her perform elaborate rites.
Caliah
Level One
Like the Garou Moot Rite, this ritual opens all taghairms,
charging the participants with mystic energy. Unlike the Garou,
werecats rarely keep sacred sites. Instead, the Caliah refreshes
the Gnosis of all participants and generates a sense of wonder and
togetherness. As the ritespeaker chants the histories, rivalries
are put aside and quarrels silenced. For a few minutes, at least,
everyone present a hamaal, one family.
System: Standard roll. For each two successes (rounded up), each
Bastet present receives a temporary point of Gnosis. If these
points exceed a cat's usual rating, they fade in the morning.
This rite can only be done once per month for the same group
or by the same ritespeaker.
Grooming the Newcomer
Level Two
When a new Bastet enters an existing group, she must be welcomed
with this ritual; until then, she's considered naa, an untrustworthy
stranger. First, the ritespeaker questions the newcomer, often using
Gifts like Sense the Truth and Righteous Gaze; she then asks others
whether or not they've heart of the newcomer. Some taghairm groups
test new visitors with questions, quests or ordeals to see how worthy
they might be. If the examination satisfies the ritespeaker and the
host of the gathering, they both welcome the newcomer into the group.
All attendees rise and greet their new cousin with gestures of
affection and offer her gifts of food and drink. From then on,
that Bastet is always welcome.
System: Standard roll, often performed after a variety of Gifts.
Hanshii
Level Two
Some grudges can only be settled by force. To keep the peace,
a host might demand that quarreling Bastet enter a ritual combat
to decide the issue. All attendees and their allies agree to
abide by the decision.
The formalities depend on the host's tribe, the grudge and the
location of the gathering. The combatants are obliged to follow
the host's rules regardless of their tribe. The Balam, Khan and
Simba favor death-matches more than the other tribes do; Ceilican
and Qualmi prefer tests of wits, while Bagheera and Bubasti
respect test of judgment. The Swara often send both parties
questing in the Penumbra, opening a "window" to watch their
progress. Pumonca let the elements decide, and sponsor tests
by fire or exposure. No use of Gifts or outside assistance is
allowed. The rite ensures that both sides play fair; those who
cheat are magically marked.
As the duel begins, the ritespeaker chants a litany extolling
challenge, fairness and honor. From there, she watches what
transpires, watching especially for fair play. If someone does
chat, the ritespeaker feels a sharp tingling and calls the
contest to a halt. The cheater's skin or fur blazes with a
sickly yellow or green light. His punishment depends on the host.
If a winner is declared, the dispute is considered over. While
this often ends the problem, a few Bastet take their grudge
home with them and handle it without witnesses next time...
System: Standard roll, plus a Gnosis point, from the ritespeaker.
The cheater's glow lasts for one day and costs him five to 10
point of Honor (see "Renown") until he redeems himself.
Exile
Level Three
Taghairms are gatherings of trust; if someone breaks that trust,
the others throw him out. The rite marks such betrayals, and
carries the stigma of shame to other gatherings. A werecat's
future companions may judge him by this sign. When the host
has declared an Exile, the other cats must vote. If the majority
agrees, the ritespeaker begins the ritual. In some cases, the
gathering must decide unanimously; in others, the host may simply
demand a majority vote. The rite itself involves a revocation of
the Grooming ritual, a recitation of the exile's crimes and
usually a few choice words. As the ritespeaker spins a cloak
of words, the exile's forehead begins to glow; by the end of
the rite, the sigil of an oathbreaker appears. As the glow fades,
the sigil remains and the other cats chase the offender from
their gathering. If they catch him, they'll beat him to a
pulp, but leave him alive to remember his shame. The mark fades
from view by morning, but remains a part of the exile's soul.
Any subsequent Grooming rite reveals the mark; only the forgiveness
of the host ( a separate rite of the same Rank) or some powerful
quest will was ha way the mark. System: The ritespeaker makes
her standard roll and spends a point of Rage to apply the brand.
Some Gifts , like Sense the Truth and Righteous Gaze, expose the
mark to the viewer. An Exile loses all Honor and Wisdom Renown.
Sometimes, falsely convicted (or powerful) Bastet can get help
from supporters or sympathetic parties; more often, the effects
of this rite linger for a lifetime.
Festival of Dreams
Level Four
By inhaling smoke from burning wood and herbs; steam; psychoactive
drugs or all three, the collected group enters a vision trance.
Depending on the circumstances, they may experience memories of
the past, future sight, soul-seeing or simple hallucinations.
These complex insights are often consulted for future plans,
battles or other tasks which involve the whole taghairm.
As the other cats gather in an enclosed circle, the ritespeaker
and her assistants begin the fires. Tossing in herbs, wood and
stone, they chant, sign and play music as the vision smoke rises.
The other Bastet breathe deeply, sharing their essence with each
exhalation. As the visions begin, a feeling of peace descends to
keep the taghairm from scattering. One by one, the Bastet hit their
personal limits and stagger out into fresh air. The last werecat
to remain receives a special vision that only she remembers. As
the ritual ends, the smoke clears; the remaining Bastet receives
gifts of water and affection from her companions, and is celebrated
for the rest of the night.
System: The exact effects of the Festival depend on the
Storyteller and the issues confronting the taghairm (see the
Balam Gift: Vision Cloud). If the cats are looking for a vampire
lord's haven, the dream might offer clues; if they want to uncover
the solution to a problem, an answer may present itself. Visions
of past glory or defeat might spur the group out of a rut, while
warnings of upcoming disaster might galvanize them into action.
Whatever occurs, the visions should be highly symbolic rather
than literal.
The Festival lasts several hours and takes a toll on its
participants. Each half-hour or so, everyone in the room must
make a Stamina roll against difficulty 5 or flee, coughing.
After the second roll, the difficulty rises to 6; after the
third, to 7, and so forth. By the end of the third hour, the
difficulty will be 9. The last character in the room receives
a special vision, which the Storyteller creates based on the
needs of his chronicle. Because of her resolve and fortune, the
other werecats award her an extra three points of Cunning Renown.
Taghairm:
Charisma + Rituals
Diff 7
Taghairm Rites
Bastet aren't social animals as a rule, so when they gather, certain
rituals must be observed. These rites create an aura of fellowship
and trust - essential ingredients for a gathering of territorial Folk
- and keep things proceeding smoothly.
During each taghairm, one Bastet is chosen as the ritespeaker,
either by the roup or by the host of the gathering. From then on,
that person carries the respect and responsibility of her office.
Most regular taghairms have permanent ritespeakers; these cats gain
additional status with the post (see "Renown" in Chapter Three).
Although the ritespeaker performs most Taghairm Rites in that
location, she'll often appoint assistants in case she leaves
between gatherings, or to help her perform elaborate rites.
Caliah
Level One
Like the Garou Moot Rite, this ritual opens all taghairms,
charging the participants with mystic energy. Unlike the Garou,
werecats rarely keep sacred sites. Instead, the Caliah refreshes
the Gnosis of all participants and generates a sense of wonder and
togetherness. As the ritespeaker chants the histories, rivalries
are put aside and quarrels silenced. For a few minutes, at least,
everyone present a hamaal, one family.
System: Standard roll. For each two successes (rounded up), each
Bastet present receives a temporary point of Gnosis. If these
points exceed a cat's usual rating, they fade in the morning.
This rite can only be done once per month for the same group
or by the same ritespeaker.
Grooming the Newcomer
Level Two
When a new Bastet enters an existing group, she must be welcomed
with this ritual; until then, she's considered naa, an untrustworthy
stranger. First, the ritespeaker questions the newcomer, often using
Gifts like Sense the Truth and Righteous Gaze; she then asks others
whether or not they've heart of the newcomer. Some taghairm groups
test new visitors with questions, quests or ordeals to see how worthy
they might be. If the examination satisfies the ritespeaker and the
host of the gathering, they both welcome the newcomer into the group.
All attendees rise and greet their new cousin with gestures of
affection and offer her gifts of food and drink. From then on,
that Bastet is always welcome.
System: Standard roll, often performed after a variety of Gifts.
Hanshii
Level Two
Some grudges can only be settled by force. To keep the peace,
a host might demand that quarreling Bastet enter a ritual combat
to decide the issue. All attendees and their allies agree to
abide by the decision.
The formalities depend on the host's tribe, the grudge and the
location of the gathering. The combatants are obliged to follow
the host's rules regardless of their tribe. The Balam, Khan and
Simba favor death-matches more than the other tribes do; Ceilican
and Qualmi prefer tests of wits, while Bagheera and Bubasti
respect test of judgment. The Swara often send both parties
questing in the Penumbra, opening a "window" to watch their
progress. Pumonca let the elements decide, and sponsor tests
by fire or exposure. No use of Gifts or outside assistance is
allowed. The rite ensures that both sides play fair; those who
cheat are magically marked.
As the duel begins, the ritespeaker chants a litany extolling
challenge, fairness and honor. From there, she watches what
transpires, watching especially for fair play. If someone does
chat, the ritespeaker feels a sharp tingling and calls the
contest to a halt. The cheater's skin or fur blazes with a
sickly yellow or green light. His punishment depends on the host.
If a winner is declared, the dispute is considered over. While
this often ends the problem, a few Bastet take their grudge
home with them and handle it without witnesses next time...
System: Standard roll, plus a Gnosis point, from the ritespeaker.
The cheater's glow lasts for one day and costs him five to 10
point of Honor (see "Renown") until he redeems himself.
Exile
Level Three
Taghairms are gatherings of trust; if someone breaks that trust,
the others throw him out. The rite marks such betrayals, and
carries the stigma of shame to other gatherings. A werecat's
future companions may judge him by this sign. When the host
has declared an Exile, the other cats must vote. If the majority
agrees, the ritespeaker begins the ritual. In some cases, the
gathering must decide unanimously; in others, the host may simply
demand a majority vote. The rite itself involves a revocation of
the Grooming ritual, a recitation of the exile's crimes and
usually a few choice words. As the ritespeaker spins a cloak
of words, the exile's forehead begins to glow; by the end of
the rite, the sigil of an oathbreaker appears. As the glow fades,
the sigil remains and the other cats chase the offender from
their gathering. If they catch him, they'll beat him to a
pulp, but leave him alive to remember his shame. The mark fades
from view by morning, but remains a part of the exile's soul.
Any subsequent Grooming rite reveals the mark; only the forgiveness
of the host ( a separate rite of the same Rank) or some powerful
quest will was ha way the mark. System: The ritespeaker makes
her standard roll and spends a point of Rage to apply the brand.
Some Gifts , like Sense the Truth and Righteous Gaze, expose the
mark to the viewer. An Exile loses all Honor and Wisdom Renown.
Sometimes, falsely convicted (or powerful) Bastet can get help
from supporters or sympathetic parties; more often, the effects
of this rite linger for a lifetime.
Festival of Dreams
Level Four
By inhaling smoke from burning wood and herbs; steam; psychoactive
drugs or all three, the collected group enters a vision trance.
Depending on the circumstances, they may experience memories of
the past, future sight, soul-seeing or simple hallucinations.
These complex insights are often consulted for future plans,
battles or other tasks which involve the whole taghairm.
As the other cats gather in an enclosed circle, the ritespeaker
and her assistants begin the fires. Tossing in herbs, wood and
stone, they chant, sign and play music as the vision smoke rises.
The other Bastet breathe deeply, sharing their essence with each
exhalation. As the visions begin, a feeling of peace descends to
keep the taghairm from scattering. One by one, the Bastet hit their
personal limits and stagger out into fresh air. The last werecat
to remain receives a special vision that only she remembers. As
the ritual ends, the smoke clears; the remaining Bastet receives
gifts of water and affection from her companions, and is celebrated
for the rest of the night.
System: The exact effects of the Festival depend on the
Storyteller and the issues confronting the taghairm (see the
Balam Gift: Vision Cloud). If the cats are looking for a vampire
lord's haven, the dream might offer clues; if they want to uncover
the solution to a problem, an answer may present itself. Visions
of past glory or defeat might spur the group out of a rut, while
warnings of upcoming disaster might galvanize them into action.
Whatever occurs, the visions should be highly symbolic rather
than literal.
The Festival lasts several hours and takes a toll on its
participants. Each half-hour or so, everyone in the room must
make a Stamina roll against difficulty 5 or flee, coughing.
After the second roll, the difficulty rises to 6; after the
third, to 7, and so forth. By the end of the third hour, the
difficulty will be 9. The last character in the room receives
a special vision, which the Storyteller creates based on the
needs of his chronicle. Because of her resolve and fortune, the
other werecats award her an extra three points of Cunning Renown.