Rites

Rites are the outward forms of the Garou's rituals and celebrations. Rites form and reinforce the spiritual and social ties jthat bind the Garou to each other and to Gaia herself. The common bond formed by rites resonates in the souls of all Garou. Many werewolves maintain that without the continuous practice of such rites, the Garou would lose their ties to the Earth Mother. In so doing, Theurges warn, the Garou may become something less than their true selves, possibly reverting to simple wolves and humans instead of Gaia's chosen.
The special ties werewolves have with the spirit world allow rites to function. The Garou invoke these bonds with Gaia's spirits when performing rites. In the dawn of time, shapeshifters struck a great pact — the Pact — with the spirits of Gaia. In return for the shapeshifters' fealty and service, the spirits would empower the
werebeasts' rites, flooding them with supernatural power. For this reason, nobody but a shapeshifter can perform rites and expect them to work. The spirits will not answer the call if they are not legally bound to do so. This relationship is unique to the Garou and certain other Fera, and it makes the performance of these rites their sacred right and privilege, and theirs alone.
Through rites, Garou weave the social, emotional and religious fabric connecting werewolf to werewolf, pack to pack and tribe to tribe. When Silver Fang meets Black Fury or Silent Stricter meets Glass Walker, the rites of their ancestors give them common ground on which to tread. Even the simple Rite of Contrition has
prevented many meetings between werewolves of different tribes and packs from erupting in argument and violence. Rites also allow tribes and packs the freedom to define themselves and to develop their unique roles in Gaia's defense. 
Often tribes, and many individual septs, have their own rites and their own versions of common rites. The raucous, howling tumult of the Fianna's Rite of Spirit Awakening has little external
similarity to the Shadow Lords' dark and brooding rite of the same name, yet the essence and purpose of the two rites are the same.
=== Types of Rites ===
Rites have both religious and magical connotations, and they serve both social and mystical purposes. Most rites can be performed in either the Umbra or the physical world. When teaching rites to young pups, Garou may group them by the purpose each type of rite serves for the Garou and for Gaia. Rites of accord, caern rites, rites of death, mystic rites, rites of punishment, rites of renown, seasonal rites and minor rites are
the most common types of rites that Garou practice. The basic requirements for each of these types of rites must be fulfilled to perform any of these rites successfully.
Descriptions and requirements for each type are listed here, along with common rites from each category.
A werewolf has the potential to learn any rite. All she must do is find a teacher. A Garou's auspice usually determines the rites she is expected to learn (see Auspice Roles). Most elder Garou are more than willing to teach rites. In fact, the number of young werewolves who seem to discount rites as antiquated or cumbersome disturbs the elders. Many new packs fail to see the importance of rites, preferring to spend their time doing
things that have a more "immediate" impact. However, these same gray furs criticize young wolves that insist on modernizing or individualizing rites to meet the needs of their packs.
=== Enacting a Rite ===
Ritemasters generally lead groups of Garou in the performance of rites. These rites are grand ceremonies usually held at caerns with much tradition and socializing going along with them. It is the nature of rites to be social affairs. Most rites require the presence of at least three Garou, although a lone werewolf may conduct certain minor rites and mystic rites. Many older septs frown on the practice of performing rites away from the group.
Rites require great concentration and skill on the part of the celebrant. A rite takes a minimum of 10 minutes per level to cast, while minor rites take from two to five minutes to enact. Rites almost always require some form of trinket or special material. The general requirements for particular categories of rites are detailed in the following lists.
It is the responsibility of the ritemaster to ensure that all the requirements are met and that all Garou present participate fully in the rite. The player or Storyteller should roll to determine the success of the rite. The exact nature and difficulty of the roll will vary with each rite. Storytellers may decrease the difficulty of a roll if the ritemaster and participating characters enact the rite particularly well (i.e., if the players roleplay it well).
For every five Garou beyond the base number required (again, usually three) who are present and helping perform the rite to the best of their ability (in addition to the ritemaster), the difficulty level of the rite decreases by one (to a minimum difficulty of 3).
Rites are considered to be a natural way of affecting the natural order. They are part of how things work. Werewolves believe that if a rite is performed properly, the effect will occur naturally, just as a scientist would follow cause and effect. If you drop a rock, it will fall; if you perform a rite as it was handed down to you by your ancestor's ancestors, then the desired effect will occur. However, some rites do require Gnosis. These rites are particularly powerful breaches of the natural order.
Rites Chart	Rites Chart 	Rites Chart
Type 	Roll 	Difficulty
Accord 	Cha+Rituals 	7
Caern 	varies (max Gnosis)	7
Death 	Cha+Rituals 	8-Rank
Mystic 	Wits+Rituals 	7
Punishment 	Cha+Rituals 	7
Renown 	Cha+Rituals 	6
Seasonal 	Sta+Rituals 	8-Caern Level
Minor 	None 	None
These rolls are the standard ones required by type to
enact any given rite. If no roll is mentioned in a system's
description, assume that the roll is standard.	These rolls are the standard ones required by type to
enact any given rite. If no roll is mentioned in a system's
description, assume that the roll is standard.	These rolls are the standard ones required by type to
enact any given rite. If no roll is mentioned in a system's
description, assume that the roll is standard.
=== Learning a Rite ===
The tribal elders who teach rites were themselves taught by their elders, who were taught by their elders, and so on back through the ages. In order to gain the knowledge (and tacit permission) to perform a rite, a young werewolf must approach an elder who possesses such knowledge. In the vast majority of cases, the elder will request payment (in the form of talens) from the young whelp in question. The number of talens
required varies with the amount of teaching needed (level of the rite) and the elder's opinion of the cub (comparative rank and roleplaying) . Elders will often allow the young Garou to do a favor instead of (or in addition to) donating talens. Such favors may range from providing the elder with fresh rabbit meat and caviar for three full moons to tracking down a minor enemy of the elder's and tearing out his throat. In any event, the
favor asked is normally proportionate to the power and importance of the rite the young wolf wishes to master.
Learning a rite is an extended action.
A Garou must have a Rituals Knowledge at least equal to the level of the rite she wishes to learn; a character with Rituals 3 cannot master a Level Four rite. She must also spend time — at least one week per level of the rite she wishes to learn (three days for minor rites) — with the elder who knows the rite. The player must roll Intelligence + Rituals (difficulty of 10 minus Intelligence). The number of successes required equals the level of the rite. The student may make one roll per period of teaching ( one week for a Level One rite, three weeks for a Level Three rite, etc.). If the student fails a roll, she must spend a Willpower point to continue her studies. If she botches a roll, she is not yet ready to learn the knowledge she seeks. The character must wait at least three turnings of the moon, or until she has more life experience, to try again.
A character can begin the game with knowledge of rites by purchasing the Rites Background. Subsequently, however, rites can be learned only through roleplaying; they may not be purchased with experience points.
A character can attempt to enact a rite in which he has previously taken part, but which he does not know. Needless to say, he has little chance of success. The difficulty is three higher than normal, and the player must spend double the amount of Gnosis points if any are required. In addition, elder Garou often see such an attempt as impertinent or even sacrilegious. Attempting an unlearned rite in the presence of an elder may
decrease the Garou's Honor or Wisdom in the eyes of his sept.
Finally, it's possible — but obscenely difficult — to create new rites. Such a task is no small matter, as it
involves convincing a great portion of the spirit world that a new rite is necessary, and that they must empower
it whenever called to do so.
=== Auspice Roles ===
Not all Garou have a natural affinity for leading the Great Rites. Many are content to know some minor rites and a smattering of rites most significant in their own eyes. In fact, Garou traditionally view werewolves born under certain auspices as the rightful ritemasters of the tribes. In particular, Theurges and Philodox are groomed for such positions from the time that they first enter the sept as adolescent cubs. It is almost unheard of for a Garou of either auspice not to have at least some skill in the enactment of rites. In general, Theurges tend to learn mystic rites, seasonal rites and caern rites, while Philodox traditionally leam rites of accord and rites of punishment.
This is not to say that Garou of all auspices do not learn rites, or even lead rites occasionally. Galliards are likely to lead rites of death and rites of renown. Ragabash and Ahroun may also learn and enact rites, although the sept is unlikely to encourage such behavior unless a particular reason comes up for
such a Garou to lead a rite. For example, an Ahroun might lead his war party in a Rite of
Wounding after a cub's first battle. It is wise to remember that individual packs are of ten ( but not always ) more flexible when interpreting such traditions, being more concerned with which packmate will best carry out a rite than with following every musty old tradition. Any Garou is allowed to learn a mystic rite, regardless of auspice.
== Types of Rites ==
=== Rites of Accord ===
Rites of accord restore a place or particular Garou to harmony and balance with Gaia. These rites purify and renew by bringing the object of the rite through a symbolic rebirth from Gaia's womb.
System: Any Garou attempting to perform a rite of accord must possess a talen, a fetish or some piece of Gaia never touched by minions of the Wyrm or by human hands (for example, a willow branch from a remote forest or a stone from a protected caern). The ritemaster makes a Charisma + Rituals roll (difficulty 7 unless otherwise stated).
=== Caern Rites ===
These rites are of vital importance to Gaia, for they aid in the opening, protection, and renewal of the sacred spaces dedicated to her. Without such rites, the mystical flow of Gaia's spiritual nourishment might cease, and her children, the Garou, might no longer rest themselves within her protecting bosom. Without such renewal, even the most ferocious of werewolves would grow weary of battle.
System: These rites can be performed ony 'within a caern. The dice pool required varies with each particular rite, but the maximum number of dice used cannot exceed the ritemaster's Gnosis. Unless otherwise stated, the difficulty of such a roll is 7.
=== Rites of Death ===
Garou perform rites of death both to honor the departed and to reaffirm their connection to the cycle of life, death and rebirth. In facing and acknowledging death as a necessary part of the dance of life, the pack and sept release themselves from the debilitating poisons of grief and fear.
System: The ritemaster must make a Charisma + Rituals roll (difficulty 8 minus the Rank of the honored Garou).
=== Mystic Rites ===
Mystic rites bring the Garou into direct contact with the Umbra and/ or spirit beings. Unlike most other rites, a Garou usually performs these rites alone.
System: When performing a mystic rite, the ritemaster must make a Wits + Rituals roll (difficulty 7 unless otherwise stated).
=== Punishment Rites ===
Punishment rites levy the sanction of the tribe or sept against a transgressing werewolf. Such rites strengthen the Garou by establishing clear limits of acceptable behavior. By joining in the punishment, each Garou strengthens her commitment to the pack over the individual.
System: Punishment rites are performed only for major transgressions or after less structured punishments fail to cause a werewolf to mend her ways. The ritemaster must make a Charisma + Rituals roll (difficulty 7 unless otherwise stated). A failed rite is considered a sign from Gaia that the offending Garou's crimes are not considered significant enough to warrant such a punishment. At the Storyteller's discretion, punishment rites may fail automatically if the target is truly innocent — leading to a sure Renown loss for her accusers.
=== Rites of Renown ===
These rites celebrate both the specific accomplishments of an individual Garou and his achievement of a new station in the pack or sept. Garou long to receive such rites as much as they fear facing a rite of punishment.
System: When performing this type of rite, the ritemaster's player must make a Charisma + Rituals roll.
=== Seasonal ===
Seasonal rites vary from tribe to tribe and place to place. Each tribe and sept has its own means of celebrating the turning of the seasons. Some septs celebrate only the major rites of the solstices and equinoxes; others perform a rite at least once per moon. The rites below are the most popular. They are fundamental rites celebrating Gaia's constant cycle of life-in-death-in-life.
These rites renew the Garou's connection to Gaia as the Earth Mother. Some Garou even believe that were such rites to cease entirely, dire repercussions would result. A few of the more mystic (or perhaps just crazier) Garou insist that if such rites weren't performed, Gaia herself might find no point in continuing the cycle, and the world would enter a perpetual Fimbulwinter. . . or worse.
System: Seasonal rites must, obviously, occur at the exact time of year the particular rite celebrates, and at least five Garou must attend. When performing the rite, the ritemaster must make a Stamina + Rituals roll (difficulty 8). If performed at a caern, the difficulty of the roll is 8 minus the caern's level. Therefore, a seasonal rite performed at a Level Three caern has a difficulty of 5.
=== Minor Rites ===
Minor rites are the rituals that the Garou incorporate into daily living. Almost all Garou know and use at least a few such minor rites.
An almost infinite variety of minor rites is available to the Garou. The following rites are but a small sampling.
Many Garou develop their own unique minor rites to help them reaffirm their connection to Gaia, their totem spirit or each other.
System: Players may purchase minor rites at one-half the normal Background cost (two for one). Similarly, minor rites may be learned in half the time it takes to learn other rites. Minor rites take only two to five minutes to enact, much less time than other rites require. Werewolves who perform a minor rite regularly find it easier to achieve certain goals. The Storyteller should require players to roleplay the invocation of these rites occasionally, to emphasize that a character is performing them regularly.
All the Rites are available at the Rite List.