Bloodcalling
Bloodcalling is the ancestral magic of the Werewolf race, given power by the ancient songs of Mother Ganshe herself. It is blood calling out to blood, the purposeful awakening of latent power lurking within each Werewolf. Through a mixture of music, combat, and the consumption of mortal Souls, the true potency of the Wolf can be released, along with its true fury.
Any character with the Songs of Blood and Claw skill can perform a Bloodcalling ritual. Only Werewolves, or Summoners, are viable targets for these rituals. The caster may not be one of the targets. A Bloodcalling ritual requires three elements.
1. SOULS
One mortal soul is the base price of a Bloodcalling ritual. Using further souls significantly increases the ritual's power, or allows you to target one extra Werewolf per additional soul used.
2. RESOURCES
Exactly two magical resources must be used in each Bloodcalling ritual. These determine the type of ritual being performed.
Rite of the Pack (2 Crowngold): These rituals confer a large number of bonus refreshes, which may only be used to restore health to Werewolves of the same pack as the target.
Rite of the Claw (2 Heartsteel): These rituals confer uses of Disarm or, at higher levels of power, Gank.
Rite of the Blood (2 Glowroot): These rituals confer extra Refreshes.
Rite of the Snout (2 Mirrorfrost): These rituals allow the target to ask questions about an entity which they have hunted, or has hunted them.
Rite of the Sinew (Crowngold and Heartsteel): These rituals confer uses of Stagger or, at higher levels of power, Break.
Rite of the Hide (Crowngold and Glowroot): These rituals confer extra body hits.
Rite of the Flesh (Crowngold and Mirrorfrost): These rituals grant the target a human-like disguise and, at higher power levels, allow some of the target's strength and abilities to be retained in the Mortal Realm.
Rite of the Bone (Heartsteel and Glowroot): These rituals confer resistance to special damage calls.
Rite of the Teeth (Heartsteel and Mirrorfrost): These rituals confer uses of Berzerk by weapon.
Rite of the Eyes (Glowroot and Mirrorfrost): These rituals allow the target to ask questions about an entity that has defeated them at some stage.
3. PERFORMANCE
Bloodcalling rituals are quite flexible, but must contain these elements.
- The ritual must last for at least two minutes.
- The ritualist must vocally call upon the power of the Werewolf blood in the target(s).
- The ritualist must vocally praise Ganshe.
- The target(s) must engage in a fight or physical contest during the ritual.
- Music must play a part in the ritual. Usually this involves the ritualist singing, or drums are played.
Bloodcalling ritual effects last for twelve hours after they are cast.
Any character with the Songs of Blood and Claw skill can perform a Bloodcalling ritual. Only Werewolves, or Summoners, are viable targets for these rituals. The caster may not be one of the targets. A Bloodcalling ritual requires three elements.
- Souls. At least one mortal soul must be spent to fuel the ritual and determine its power level.
- Resources. Exactly two magical resources must be spent to direct the ritual's effects.
- Performance. A two minute performance, containing set elements, must be enacted.
1. SOULS
One mortal soul is the base price of a Bloodcalling ritual. Using further souls significantly increases the ritual's power, or allows you to target one extra Werewolf per additional soul used.
2. RESOURCES
Exactly two magical resources must be used in each Bloodcalling ritual. These determine the type of ritual being performed.
Rite of the Pack (2 Crowngold): These rituals confer a large number of bonus refreshes, which may only be used to restore health to Werewolves of the same pack as the target.
Rite of the Claw (2 Heartsteel): These rituals confer uses of Disarm or, at higher levels of power, Gank.
Rite of the Blood (2 Glowroot): These rituals confer extra Refreshes.
Rite of the Snout (2 Mirrorfrost): These rituals allow the target to ask questions about an entity which they have hunted, or has hunted them.
Rite of the Sinew (Crowngold and Heartsteel): These rituals confer uses of Stagger or, at higher levels of power, Break.
Rite of the Hide (Crowngold and Glowroot): These rituals confer extra body hits.
Rite of the Flesh (Crowngold and Mirrorfrost): These rituals grant the target a human-like disguise and, at higher power levels, allow some of the target's strength and abilities to be retained in the Mortal Realm.
Rite of the Bone (Heartsteel and Glowroot): These rituals confer resistance to special damage calls.
Rite of the Teeth (Heartsteel and Mirrorfrost): These rituals confer uses of Berzerk by weapon.
Rite of the Eyes (Glowroot and Mirrorfrost): These rituals allow the target to ask questions about an entity that has defeated them at some stage.
3. PERFORMANCE
Bloodcalling rituals are quite flexible, but must contain these elements.
- The ritual must last for at least two minutes.
- The ritualist must vocally call upon the power of the Werewolf blood in the target(s).
- The ritualist must vocally praise Ganshe.
- The target(s) must engage in a fight or physical contest during the ritual.
- Music must play a part in the ritual. Usually this involves the ritualist singing, or drums are played.
Bloodcalling ritual effects last for twelve hours after they are cast.