Vision Quest

Category
Subcategory
mystic

This rite usually accompanies a Rite of Passage or even substitutes for it among some septs. The Rite of Passage is often a means whereby a pack's young cubs learn to aid one another in accomplishing each cub's vision. They choose a totem from the patrons who came to them on their Vision Quest. The Vision Quest is best if it occurs soon after the First Change (or before it, in the case of a cub known to be a Garou -- even though she may not know herself). She is taken out to the wilderness, to a sacred spot (a cave, a waterfall, a ledge on a mountain) and left there to fast for a number of days (most often eight to ten). After four days have passed, someone usually checks on the cub to make sure she remains relatively healthy; if she is not, the quest is cancelled but may be attempted again later. If the quest is successful, a spirit comes to the supplicant in dreams and gives her a vision of her destiny, the goal that Grandmother wishes L.C. to achieve. The vision may be vague, for events to come are not fully 'written', but to deny the vision may mean failure later in life. This spirit sometimes comes again to the Garou later and is well-inclined toward her, although it does not have to be chosen as a pack totem.

System

This rite is not one the quester must learn; it is a task to be completed, successfully or not. Only one Vision Quest may be embarked upon in a person's lifetime, although that person may attempt the rite many times until successful (no more than once per season). After at least four days have passed in seclusion, the supplicant may roll Stamina + Rituals (difficulty 7) once per day. The successes are tallied together, and when 12 successes have been achieved, the spirit comes to reveal a vision. Then, the quest is over. The Garou does not have to reveal her vision to others, but it may help her to get some advice from a Theurge. If the character consumes food anytime during the rite, the difficulty of successive rolls increases by three.

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