- Fetishes
- Talens
- Sample Fetishes
- Sample Weapon Fetishes
- Klaives (WIP)
Core Systems: Fetishes & Talens
Core Systems: Fetishes & Talens
This post will feature an exhaustive reference of Fetishes & Talens.
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Fetishes
Fetishes
Gaia’s Chosen may use the Rite of the Fetish spirits into appropriately crafted and consecrated vessels. Such wondrous items are known as fetishes. The owner of a fetish can call upon the spirit within to perform specific tasks, depending on the nature of the vessel and the spirit. Given the multitude of spirits within the Tellurian and the ingenuity of the Garou, fetishes of almost any type imaginable may be created.
Werewolves hold great reverence toward fetishes, treating them as honored allies rather than mere tools. Such is the nature of the pact that binds spirits into fetishes; they are obligated to serve the Garou only as long as they are respected in return. It is possible to bind a spirit against its will, but these fetishes tend to be rebellious, and most Garou consider them cursed.
Of course, the servants of the Wyrm bind Banes into horrifying fetishes of their own… The majority of fetishes are crafted from natural materials (wood, hide, bone, clay), although this is more a preference of most spirits than a hard rule — Warders of Man, in particular, tend to bind spirits that prefer more modern, engineered housing. Few fetishes are nondescript; Garou adorn them with carved river stones, feathers, beads, and other markings to honor and appease the spirit within.
Using Fetishes
To use a fetish, the Garou must first attune herself to it by making a Gnosis Test. The difficulty for this test is the fetish’s Gnosis rating. Attunement establishes a spiritual bond between fetish and user, enabling the Garou to take the fetish anywhere in the Tellurian and providing instinctive understanding of the fetish’s powers. If successful, the Garou attunes the fetish; failure indicates that the fetish has rejected the character. Another Test may not be attempted until the werewolf has somehow reached accord with the resident spirit, generally requiring a scene. A player may only have as many fetishes attuned to them as their permanent dots in Gnosis.
Each time the wielder wishes to use one of the fetish’s powers, the player must make a Gnosis Test (difficulty equal to the fetish’s Gnosis rating) to “activate” the power. Alternatively, she may simply spend a Gnosis point to activate the power automatically. Rage may not be spent during the same turn in which a fetish is activated, so most Garou activate their fetishes before joining the fray.
Fetish Creation in Pantheon
Rite of the Fetish
Level Three
This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water, burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object, and successfully cast the rite, at which point the fetish is fully formed and may be attuned to its owner.
System: Crafting a Fetish requires a Downtime Action per Level of Fetish you'd like to make. You may dedicate 1 DTA per fetish in a DT cycle; while you can spend 3 DTA to work on 3 Fetishes, you may not spend more than 1 DTA on any specific fetish. For Fetishes at Level Three and above, this will likely involve extensive quests for chiminage at the behest of the spirit.
First, the ritemaster must find a vessel/object to turn into a fetish. The best vessels are those that will appeal to the spirit you intend to approach: a spear for a war spirit, a blanket for a spirit of comfort, etc. Once a suitable vessel is found, it should be dressed (decorated with glyphs/adornments) and cleansed (as described above) for three consecutive nights. It's worth noting that items already supernaturally imbued cannot double up as fetishes, but a formerly supernatural item that has lost its spark may be converted at greater difficulty. By this logic, most spirits hesitate to share a vessel: an object can only hold one spirit unless a suitably skilled ritemaster (Rituals 6+) is able to work proper chiminage.
Next, the ritemaster must approach the spirit they intend to bind into the fetish. Staff suggests actually playing through the scene with the spirit so both the ritemaster and spirit are involved in deciding what form the fetish will take. At this juncture, the player will inform the staff member of their intended effect for the fetish, and staff will provide mechanics in writing for easy reference once the fetish has been approved.
Failure will necessitate renegotiating things with the spirit to see what went wrong, and require one last Downtime Action. We will also remind players that they may choose to roleplay this ritual, however, for an auto-success. Upon successful casting, the fetish is now approved for play with the mechanics provided by staff in step two. You may now attune the fetish to the wielder (though remember a garou/kin may not attune more fetishes than their Permanent Gnosis).
Making the Fetish
Fetish creation comes in three components:
a) Making/acquiring/cleansing the item
b) Bargaining with the spirit and offering chiminage
c) Casting the rite
All three steps are detailed above, and may be expanded upon here if players wish it.
Tracking Fetishes Created
For each fetish approved and finalized, please disclose the following in your Character Forum:
Which will break down like this:
Name of Fetish: If you gave the fetish itself a name (likely more for weapons, etc)
Type of Fetish: The name of the fetish listed in books/on the website (or your own description, if custom)
Level & Gnosis: The Level/Gnosis Rating of the fetish out of the book (or what staff provides, if custom)
Recipient: Who you've made the fetish for.
Date of Creation: When did you submit the DT to make this fetish?
Mechanics: Post final approved mechanics here.
Spirit: What kind of spirit is bound in the fetish, and how did you convince them?
Notes: Anything else you'd like to add (who crafted the vessel, any sister-fetishes, etc.)
Gaia’s Chosen may use the Rite of the Fetish spirits into appropriately crafted and consecrated vessels. Such wondrous items are known as fetishes. The owner of a fetish can call upon the spirit within to perform specific tasks, depending on the nature of the vessel and the spirit. Given the multitude of spirits within the Tellurian and the ingenuity of the Garou, fetishes of almost any type imaginable may be created.
Werewolves hold great reverence toward fetishes, treating them as honored allies rather than mere tools. Such is the nature of the pact that binds spirits into fetishes; they are obligated to serve the Garou only as long as they are respected in return. It is possible to bind a spirit against its will, but these fetishes tend to be rebellious, and most Garou consider them cursed.
Of course, the servants of the Wyrm bind Banes into horrifying fetishes of their own… The majority of fetishes are crafted from natural materials (wood, hide, bone, clay), although this is more a preference of most spirits than a hard rule — Warders of Man, in particular, tend to bind spirits that prefer more modern, engineered housing. Few fetishes are nondescript; Garou adorn them with carved river stones, feathers, beads, and other markings to honor and appease the spirit within.
Using Fetishes
To use a fetish, the Garou must first attune herself to it by making a Gnosis Test. The difficulty for this test is the fetish’s Gnosis rating. Attunement establishes a spiritual bond between fetish and user, enabling the Garou to take the fetish anywhere in the Tellurian and providing instinctive understanding of the fetish’s powers. If successful, the Garou attunes the fetish; failure indicates that the fetish has rejected the character. Another Test may not be attempted until the werewolf has somehow reached accord with the resident spirit, generally requiring a scene. A player may only have as many fetishes attuned to them as their permanent dots in Gnosis.
Each time the wielder wishes to use one of the fetish’s powers, the player must make a Gnosis Test (difficulty equal to the fetish’s Gnosis rating) to “activate” the power. Alternatively, she may simply spend a Gnosis point to activate the power automatically. Rage may not be spent during the same turn in which a fetish is activated, so most Garou activate their fetishes before joining the fray.
Fetish Creation in Pantheon
Rite of the Fetish
Level Three
This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water, burying it in pure earth, exposing the object to constant breezes, or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object, and successfully cast the rite, at which point the fetish is fully formed and may be attuned to its owner.
System: Crafting a Fetish requires a Downtime Action per Level of Fetish you'd like to make. You may dedicate 1 DTA per fetish in a DT cycle; while you can spend 3 DTA to work on 3 Fetishes, you may not spend more than 1 DTA on any specific fetish. For Fetishes at Level Three and above, this will likely involve extensive quests for chiminage at the behest of the spirit.
First, the ritemaster must find a vessel/object to turn into a fetish. The best vessels are those that will appeal to the spirit you intend to approach: a spear for a war spirit, a blanket for a spirit of comfort, etc. Once a suitable vessel is found, it should be dressed (decorated with glyphs/adornments) and cleansed (as described above) for three consecutive nights. It's worth noting that items already supernaturally imbued cannot double up as fetishes, but a formerly supernatural item that has lost its spark may be converted at greater difficulty. By this logic, most spirits hesitate to share a vessel: an object can only hold one spirit unless a suitably skilled ritemaster (Rituals 6+) is able to work proper chiminage.
Next, the ritemaster must approach the spirit they intend to bind into the fetish. Staff suggests actually playing through the scene with the spirit so both the ritemaster and spirit are involved in deciding what form the fetish will take. At this juncture, the player will inform the staff member of their intended effect for the fetish, and staff will provide mechanics in writing for easy reference once the fetish has been approved.
- You can create any of the sample fetishes listed on this website.
- Any Level 1-4 Gift may have its effects replicated as a Fetish, especially if you bind the spirit who traditionally teaches that gift.
- Any pure fluff effects are generally easy to produce (bottomless chalices, self-lighting candles, etc.).
- Custom mechanics are also available, based on what arrangements are made with spirits.
Modifier | Description |
---|---|
-1 | Spirit is in a brood with ritemaster's pack or tribal totem. |
-1 to -3 | Suitable chiminage (not Gnosis) is offered. |
-2 | For each point of Permanent Gnosis offered. |
-1 | The pact is fully RPed out between ST and ritemaster. |
-1 | The item offered was made with an exceptional success OR at Crafts 6+. |
-Spirit's Gnosis | The Spirit is bound at 0 Essence (i.e., defeated in combat). |
+1 | Spirit is in a hostile brood to your pack/tribe (Owl v. Rat, etc.). |
+1 to +3 | Intended usage not appropriate for spirit or object. |
+1 to +5 | Object was previously used for a different supernatural purpose. |
+1 to +3 | 'Object' is a scar or tattoo instead of a crafted/found item. |
Making the Fetish
Fetish creation comes in three components:
a) Making/acquiring/cleansing the item
b) Bargaining with the spirit and offering chiminage
c) Casting the rite
All three steps are detailed above, and may be expanded upon here if players wish it.
Tracking Fetishes Created
For each fetish approved and finalized, please disclose the following in your Character Forum:
Code: Select all
[b]Name of Fetish:[/b]
[b]Type of Fetish:[/b]
[b]Level & Gnosis:[/b]
[b]Recipient:[/b]
[b]Date of Creation:[/b]
[b]Mechanics:[/b]
[b]Spirit:[/b]
[b]Notes:[/b]
Name of Fetish: If you gave the fetish itself a name (likely more for weapons, etc)
Type of Fetish: The name of the fetish listed in books/on the website (or your own description, if custom)
Level & Gnosis: The Level/Gnosis Rating of the fetish out of the book (or what staff provides, if custom)
Recipient: Who you've made the fetish for.
Date of Creation: When did you submit the DT to make this fetish?
Mechanics: Post final approved mechanics here.
Spirit: What kind of spirit is bound in the fetish, and how did you convince them?
Notes: Anything else you'd like to add (who crafted the vessel, any sister-fetishes, etc.)
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Talens
Talens
Talens are simpler versions of fetishes, created with the Rite of Binding, which are easier to create but more limited in effect. Like fetishes, talens are objects that contain spirits. They require a Gnosis test to activate, but not to attune. However, talens can be used only once. After fulfilling the terms of its binding pact, the talen’s spirit departs and the item loses its potency. Where forceful binding into a fetish is a slap in the face of the entire spirit world, werewolves consider aggressive binding into a talen acceptable, as the binding is only temporary.
A talen’s Gnosis rating is equal to the bound spirit’s Gnosis. These bindings are not permanent however, and ritemasters will find themselves having to bargain between the number of talens created and how long they last. A basic successful Rite of Binding will produce a single talen that lasts for that game session. Garou are not restricted in how many talens they may possess or use, as they are not attuned like Fetishes, but eventually the pact with the spirit will end and the spirit will slip away, so stockpiling talens isn't necessarily a great call. There are rites and gifts, such as the Rite of Talen Preservation, which can extend the lifespan of a talen.
Using Talens
Talens are the closest thing the garou nation has as currency. They're made frequently as a sort of general contribution to the garou nation, and often traded in exchange for instruction in rites, help learning gifts, or other aspects of garou life. To use a Talen, you simply make a Gnosis test at a difficulty set by the Talen's Gnosis Level, or you may spend a Gnosis to force activation of the talen. The talen will fulfill its purpose, and then the spirit will depart from the item, and the vessel will become an inert husk.
Sample Talens
Bane Arrows
Gnosis 4
These obsidian-headed arrows unerringly seek Banes, whether or not they are visible. They hit Banes automatically and inflict three levels of aggravated damage. The bite of a Bane arrow is so painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these talens, and may not wait for the archer to fire before acting. To create a Bane arrow, one must bind a spirit of war, air, or pain into the arrow.
Chiropteran Spies
Gnosis 6
These Shadow Lord talens look like wooden bat figurines, which come to life when activated. The Chiropteran Spies can serve as scouts, spies or diversions for up to 12 hours. These spies observe and listen through mundane means. When their tasks are completed, they head back to you, tell you their findings, and then they turn to sawdust. Similar talens exist among other tribes: The Silent Striders have clay scarabs, the Children of Gaia use porcelain doves, and the Warders of Man have small metal insects. To create a chiropteran spy, a bat-spirit must be bound to the carving.
Death Dust
Gnosis 6
When broken open, activated and sprinkled over the dead body of a recently (within a day) deceased creature, this small jar of dust allows the Garou to communicate with the corpse’s spirit. To create death dust, one must bind a spirit of death, communication or divination into the jar.
Gaia’s Breath
Gnosis 5
When this small, dried gourd is crushed and the dust sprinkled over an open wound, the talen heals up to two health levels of damage (even aggravated damage). To create Gaia’s breath, one must bind a spirit of healing into a glyph-decorated gourd.
Moon Glow
Gnosis 8
This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra, the wielder may activate this blessing from Luna. As long as it is carried continually, the journey should be a safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental danger — it has no power to ward off enemies actively seeking the Garou, ambushes, or the repercussions of foolhardy actions such as insulting powerful spirits in their homes. Only a Lune can empower a moon glow talen.
Moon Sign
Gnosis 5
This small wax seal bears the sign of the full moon. When activated and thrown down before any werewolf, the werewolf’s player must succeed on a Willpower test (difficulty 5), or the character changes immediately into Lupus form. This talen works on Fallen Garou and other Fera as well, making them shift to their animal form. To create a moon sign, one must bind a Lune, Wyld-spirit, or wolf-spirit into the seal.
Nightshade
Gnosis 5
This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the imbiber’s body into shadow, rendering her virtually invisible in darkness. You gain a +3 bonus to all Stealth challenges and only a watcher searching actively for the user can make a test to spot her. This effect lasts only an hour. To create a nightshade, a spirit of night or darkness must be bound into a vial.
Wind Snorkel
Gnosis 3
If a Garou needs to swim underwater, burrow through the earth, or venture anywhere that she ordinarily cannot breathe, she can use this peculiar talen. Fitting the end of the tube into her mouth or muzzle, the werewolf can suck enough air through it to keep herself alive and moving onward on her journey, for as long as necessary. The tube need not protrude into air to function. The spirit departs when the Garou removes the tube from her mouth. To create a wind snorkel, an air elemental must be bound into a flexible, hollow reed or bone antler.
Wyrm Scale
Gnosis 8
This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and is incinerated completely. To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil.
Talen Creation in Pantheon
Rite of Binding
Level One
This rite binds a spirit to a werewolf, making it his servant. The more powerful the spirit is, the more difficult the process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed. Binding spirits for excessive lengths of time is generally viewed as callous abuse of those who should be the allies of the Garou. This point doesn’t go uncontested, however.
Spirits trapped through this rite may be bound into temporary service or into objects to create talens. No spirit allows itself to be bound unless it is friendly to the binding character’s totem. Spirits can be bound into objects, places, and people, although the Garou generally don’t perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic.
System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum of one). Each point of Gnosis spent reduces the spirit’s Gnosis rating by one. The Garou’s player must then make a Willpower Test (difficulty equals the spirit’s adjusted Gnosis) to exert their will over the spirit.
If successful, the Garou has created a single talen that will last for the duration of the game session in which it was created (a result of Rituals 1). Additional points in Rituals will allow the Garou to add to either the talen's duration (in game sessions), or how many talens were made. A ritemaster with Rituals 4 may choose to make 4 talens that last the game session, 1 talen that lasts 4 game sessions, or some mixture thereof (2 talens that last 2 game sessions, etc.). These will be recorded on item cards awarded by staff upon successful creation of the talen.
Making the Talen
Much simpler than fetishes, really. Pick the spirit, do the test. Scenes can be done, but are not needed, unless it is GROSSLY out of tribe/friendly broods/etc., in which case a scene may be required.
Spend a Gnosis and make a Willpower Test against the Spirit's adjusted Gnosis (as detailed above), or roleplay out the ritual. Upon success, divide your level in Rituals between Number and Duration (Rituals 1 grants a single one-game talen).
To maintain the talen after expiration, you can find the Rite of Talen Preservation, which will allow you to add your Rituals rating to duration from the moment of casting. You cannot use Talen Preservation on an expired talen.
Tracking Talens Created
For each talen created, you will have an item card given to you by staff. You will be responsible for tracking these, so either keep them with your sheet or make sure to bring them with you to game.
Talens are simpler versions of fetishes, created with the Rite of Binding, which are easier to create but more limited in effect. Like fetishes, talens are objects that contain spirits. They require a Gnosis test to activate, but not to attune. However, talens can be used only once. After fulfilling the terms of its binding pact, the talen’s spirit departs and the item loses its potency. Where forceful binding into a fetish is a slap in the face of the entire spirit world, werewolves consider aggressive binding into a talen acceptable, as the binding is only temporary.
A talen’s Gnosis rating is equal to the bound spirit’s Gnosis. These bindings are not permanent however, and ritemasters will find themselves having to bargain between the number of talens created and how long they last. A basic successful Rite of Binding will produce a single talen that lasts for that game session. Garou are not restricted in how many talens they may possess or use, as they are not attuned like Fetishes, but eventually the pact with the spirit will end and the spirit will slip away, so stockpiling talens isn't necessarily a great call. There are rites and gifts, such as the Rite of Talen Preservation, which can extend the lifespan of a talen.
Using Talens
Talens are the closest thing the garou nation has as currency. They're made frequently as a sort of general contribution to the garou nation, and often traded in exchange for instruction in rites, help learning gifts, or other aspects of garou life. To use a Talen, you simply make a Gnosis test at a difficulty set by the Talen's Gnosis Level, or you may spend a Gnosis to force activation of the talen. The talen will fulfill its purpose, and then the spirit will depart from the item, and the vessel will become an inert husk.
Sample Talens
Bane Arrows
Gnosis 4
These obsidian-headed arrows unerringly seek Banes, whether or not they are visible. They hit Banes automatically and inflict three levels of aggravated damage. The bite of a Bane arrow is so painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these talens, and may not wait for the archer to fire before acting. To create a Bane arrow, one must bind a spirit of war, air, or pain into the arrow.
Chiropteran Spies
Gnosis 6
These Shadow Lord talens look like wooden bat figurines, which come to life when activated. The Chiropteran Spies can serve as scouts, spies or diversions for up to 12 hours. These spies observe and listen through mundane means. When their tasks are completed, they head back to you, tell you their findings, and then they turn to sawdust. Similar talens exist among other tribes: The Silent Striders have clay scarabs, the Children of Gaia use porcelain doves, and the Warders of Man have small metal insects. To create a chiropteran spy, a bat-spirit must be bound to the carving.
Death Dust
Gnosis 6
When broken open, activated and sprinkled over the dead body of a recently (within a day) deceased creature, this small jar of dust allows the Garou to communicate with the corpse’s spirit. To create death dust, one must bind a spirit of death, communication or divination into the jar.
Gaia’s Breath
Gnosis 5
When this small, dried gourd is crushed and the dust sprinkled over an open wound, the talen heals up to two health levels of damage (even aggravated damage). To create Gaia’s breath, one must bind a spirit of healing into a glyph-decorated gourd.
Moon Glow
Gnosis 8
This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra, the wielder may activate this blessing from Luna. As long as it is carried continually, the journey should be a safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental danger — it has no power to ward off enemies actively seeking the Garou, ambushes, or the repercussions of foolhardy actions such as insulting powerful spirits in their homes. Only a Lune can empower a moon glow talen.
Moon Sign
Gnosis 5
This small wax seal bears the sign of the full moon. When activated and thrown down before any werewolf, the werewolf’s player must succeed on a Willpower test (difficulty 5), or the character changes immediately into Lupus form. This talen works on Fallen Garou and other Fera as well, making them shift to their animal form. To create a moon sign, one must bind a Lune, Wyld-spirit, or wolf-spirit into the seal.
Nightshade
Gnosis 5
This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the imbiber’s body into shadow, rendering her virtually invisible in darkness. You gain a +3 bonus to all Stealth challenges and only a watcher searching actively for the user can make a test to spot her. This effect lasts only an hour. To create a nightshade, a spirit of night or darkness must be bound into a vial.
Wind Snorkel
Gnosis 3
If a Garou needs to swim underwater, burrow through the earth, or venture anywhere that she ordinarily cannot breathe, she can use this peculiar talen. Fitting the end of the tube into her mouth or muzzle, the werewolf can suck enough air through it to keep herself alive and moving onward on her journey, for as long as necessary. The tube need not protrude into air to function. The spirit departs when the Garou removes the tube from her mouth. To create a wind snorkel, an air elemental must be bound into a flexible, hollow reed or bone antler.
Wyrm Scale
Gnosis 8
This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and is incinerated completely. To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil.
Talen Creation in Pantheon
Rite of Binding
Level One
This rite binds a spirit to a werewolf, making it his servant. The more powerful the spirit is, the more difficult the process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed. Binding spirits for excessive lengths of time is generally viewed as callous abuse of those who should be the allies of the Garou. This point doesn’t go uncontested, however.
Spirits trapped through this rite may be bound into temporary service or into objects to create talens. No spirit allows itself to be bound unless it is friendly to the binding character’s totem. Spirits can be bound into objects, places, and people, although the Garou generally don’t perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic.
System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum of one). Each point of Gnosis spent reduces the spirit’s Gnosis rating by one. The Garou’s player must then make a Willpower Test (difficulty equals the spirit’s adjusted Gnosis) to exert their will over the spirit.
If successful, the Garou has created a single talen that will last for the duration of the game session in which it was created (a result of Rituals 1). Additional points in Rituals will allow the Garou to add to either the talen's duration (in game sessions), or how many talens were made. A ritemaster with Rituals 4 may choose to make 4 talens that last the game session, 1 talen that lasts 4 game sessions, or some mixture thereof (2 talens that last 2 game sessions, etc.). These will be recorded on item cards awarded by staff upon successful creation of the talen.
Making the Talen
Much simpler than fetishes, really. Pick the spirit, do the test. Scenes can be done, but are not needed, unless it is GROSSLY out of tribe/friendly broods/etc., in which case a scene may be required.
Spend a Gnosis and make a Willpower Test against the Spirit's adjusted Gnosis (as detailed above), or roleplay out the ritual. Upon success, divide your level in Rituals between Number and Duration (Rituals 1 grants a single one-game talen).
To maintain the talen after expiration, you can find the Rite of Talen Preservation, which will allow you to add your Rituals rating to duration from the moment of casting. You cannot use Talen Preservation on an expired talen.
Tracking Talens Created
For each talen created, you will have an item card given to you by staff. You will be responsible for tracking these, so either keep them with your sheet or make sure to bring them with you to game.
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Re: Core Systems: Fetishes & Talens
Sample Fetishes
Level 1
Apeskin
Gnosis 6
This somewhat gruesome fetish is nonetheless highly useful for Ostraka and lupus Garou who need to hide their true nature. When activated, the fetish — which takes the form of a scrap of ape or human skin tattooed with a glyph — makes the werewolf suffer no special damage from silver in Homid form, and also renders the Garou unable to regenerate in that form — just as though they were born homid. One activation lasts for a full day. To create an apeskin, a homid ancestor-spirit must be bound into the skin.
Harmony Flute
Gnosis 5
Carved from hickory, this small flute has many small songbird feathers decorating it. The activation of this fetish is a Charisma + Performance test Vs the Gnosis of the Flute, the flute emits an enchanting melody, reawakening ancient memories of peace from ages past, when the world was whole. When an aggressive creature hears the song, it must make a test or cease its struggles. Those with a beast will test their Rage/Conscience/Conviction vs the Gnosis of the Flute or the gnosis of the person activating the fetish This test is done after the activation. Creatures without a beast may not resist the flute’s music. Any being listening to the sound may still defend itself if attacked. One activation lasts for as long as the werewolf continues to play. To create a harmony flute, one must bind a bird-spirit or a spirit of peace, calm, or water into the flute. In the middle of battle the activator of this fetish must make a activation test every turn. Outside of battle OR before one starts its every minute. (Someone effected by this flute can retry their defense against the effects whenever the Flute is activated again)
Magpie’s Swag
Gnosis 5
The magpie’s swag can be pretty much any simple closable bag, satchel, sack, or similar container, which can hold three times the amount of a regular bag the same size. The Magpies swag counts as a single item, even if filled with other fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo, and Lupus forms. Unfortunately, To create a magpie’s swag, one must bind a magpie or crows spirit into the container.
Nyx’s Bangle
Gnosis 6
A favorite of Ragabash, this fetish resembles a silver bracelet with glyphs honoring Luna carved into it. When activated, it allows the wearer to blend with shadows and move around unseen at night. Only the eyes betray the werewolf, shining like twin full moons in the darkness. Unlike the talen: Nightshade, the wearer of Nyx’s bangle doesn’t turn into shadow, but merely has her presence masked. She gains four extra traits to Stealth pools at night when the fetish is activated. To create Nyx’s bangle, one must bind a spirit of night or darkness into the bangle.
Talaria of Hermies
Gnosis 2
It's gotta be the shoes! Invented after chase nearly went nasty, these sandles allow the warder of man to nearly float when jumping. The warder of man adds two traits to any Athletics test involving jumping. In addition, he takes no damage from falls. They are bound with a Wind Spirit, and can only be used in Homid or Glabro.
Wanderer's Friend
Gnosis 4
The Silent Striders have an image to maintain -- that of the unflappable traveler, never lost, and never at a loss for which way to go. With expectations so high, the first step of that first journey can be a doozy. This fetish is often gifted to a young Strider by a mentor after she undergoes her Rite of Passage, as a way of smoothing the road.
At first glance, the fetish appears to small nonspecific Box. A closer look reveals glyphs within, When the owner is holding the box as she gets directions to her destination (the Box must be successfully activated), the spirit of guidance housed within hears and remembers the directions. As the Strider travels, the two needles remain together until the owner reaches a landmark or crossroads given in the directions; at that point, the second needle swings to show the next direction. The compass understands every language spoken by the Garou who created the fetish (and thus it might understand a language that its owner does not), and it is even capable of interpreting pantomimed directions with reasonable accuracy. The compass is entirely dependent on the directions received, however, and the directions might always be plain wrong.
Jar of Secrets
Gnosis 5
This small earthen jar stores spoken messages. By spending a Gnosis point, the user may speak into the jar for up to a minute, after which he may seal the words in with the lid. Up to five messages may be so saved. If the pot is opened without being activated, the messages are released in order from newest to oldest, and are heard at the volume with which the pot received them. Once repeated, the message is lost.
Fang of the Wyrm
Gnosis 3
Septs often give these simple fetishes to new Garou after their Rites of Passage. A Fang resembles just that: a pearly white fang on a leather thong. When the fang is activated, it reacts to the presence of the Wyrm by turning a mottled, bilious green. The more corrupted the surroundings, the darker the fang becomes. The fang clears after being in a Gaian caern for an hour. Any spirit servant of Gaia can empower this fetish.
Moon Bangle
Gnosis 4
This Braclet automatically tells a Garou what the current moon phase is and whether it is waxing or waning. When activated, the watch indicates to the user what auspice the person before him is. To create a Moon Bangle, a Garou must bind a Lune or Gaffling of Luna into a sanctified piece of jewlery.
Level 2
Cup of the Unicorn
Gnosis 6
The oldest of these carved and covered cups, handed down in old septs, are said to be made of unicorn horn, though the truth of this is unknown. Any harmful substance is neutralized when poured into this cup. With a Static Gnosis test against the Intelligence + herbalism of the poisoner, the holder of the cup can even recognize the type of poison by the changes in the cup’s shimmer or color. To create a cup of the Unicorn, one must bind a spirit of healing, or a snake- or unicorn-spirit into the cup.
Chameleon Skin
Gnosis 7
Garou needing to keep a low profile and stay out of sight commonly use this fetish. Generally a belt or headband, it allows the Garou’s fur to blend in with her surroundings. Chameleon’s skin is most efficient in the wild and other densely overgrown areas, but some Warders of Men have fetishes that easily harmonize with their urban surroundings of Marble and concrete. When activated, this fetish blends the wearer into their chosen surroundings So long as they don't move only someone with supernatural senses may attempt to break their camouflage. This fetish does not work in urban environments.
A chameleon-spirit, naturally, must be bound into this fetish in order to create it. Chances are that the chameleon-spirit will be easier to sway if the skins are those of a lizard other than chameleons or, indeed, from another type of animal altogether. The Warders of Man bind urban spirits into this fetish allowing them to utilize the effect of this fetish in a city instead of Densely overgrown areas
Chimera Gem
Gnosis 5
A Chimera Gem, is a multi-colored gemstone that can View and project another’s dream. The gem is placed near the target when asleep, and when activated it will allow the user to view the target’s dreams, replayed in the depths of the stone. To create a Chimera Gem, one must bind a spirit of dream or one of Cuckoo’s brood into the stone.
Spirit Tracer
Gnosis 5
This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit, the ingot pulls in that direction to the area in which the spirit is in. This fetish only works for tracking spirits. To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the ingot. This Fetish does not overcome supernatural powers of stealth though it will still point to the general area where a spirit is under the effects of stealth.
Thunder Drum
Gnosis 6
This fetish doesn't actually have to be a drum; any easily portable musical instrument will do, as long as it can play low, threatening tones. The Garou beats the drum while marching into battle, unnerving his foes with its quiet, yet pervasive rhythm. The activation gives a -10 to the initiative of any opponent who hears it (to a minimum of 1), for the first turn of combat only. The Garou must beat the drum for at least two turns before testing to activate the fetish. To create a Thunder Drum, the Garou must bind a war-spirit into the instrument.
Rover's Whistle
Gnosis 5
Humans can't hear this fetish, but Garou can. When activated with a Gnosis test and a good solid blow, the whistle alerts all Garou and Kinfolk within a quarter mile, helping them find the user (The effects are similar to the Galliard Gift: Call of the Wyld, but none of that annoying howling is required.)
Keep in mind that this fetish alerts werewolves and Kinfolk that hear it; it doesn't force them to appear at the user's beck and call. A Garou does not have to answer this summons. Bone Gnawers respect this fetish, but werewolves of other tribes get irritated when a Bone Gnawer tries to summon them with a glorified "dog whistle".
Alternatively, with a Charisma + Animal Ken test (difficulty 6), the fetish alerts all the street dogs in the neighborhood summoning them to the aid of the werewolf.
Tattoo of True Shape
Gnosis 6
This fetish is usually a tattoo or scar, although it can also be worn as a piercing. An octopus-spirit or other shapeshifting spirit is bound into the fetish. Developed by the Ragabash Soldier-of-Paradise, it contours the Garou's shapeshifting to make him comfortable and functional in any space. Thus the huge Crinos form might become thicker-bodied and smaller in a confined corridor, more able to move or fight. The Hispo would fit into a tiny elevator by being taller and more erect, though its four-footed stance and fighting claws would not change. A Garou can shift from Homid to Lupus while in a cramped tunnel without the Crinos shape being a problem.
The tattoo must be activated during shapeshifting; it's impossible to spend a Rage point to shift forms and activate the tattoo in the same turn. The five forms are still recognizable no matter what the fetish does, and it does not enable Garou to take new forms. This fetish is especially helpful to Garou who invade alien Wyrm-spaces.
Belt of the Unicorn
Gnosis 6
This is a belt made from white leather in which a Gaffling of Unicorn dwells. When it is worn, it protects the wearer from ingested poison, including Wyrm-venoms, and from all natural sickness; supernatural toxins and corrosives that are absorbed through the skin or injected are still a danger. No roll is necessary.
Hephaestus's' Hammer
Gnosis 6
Though not a combat fetish, Nor the actual hammer of Hephaestus, it is highly prized by Nightclaw smiths; some of the finest weapons, including several klaives, were forged with these hammers. This fetish grants a +5 traits for seeing if you exceptionally succeed on a crafting test. In addition, items crafted with the hammer reduce the difficulty for a Rite of the Fetish by one; such items are more pleasing to spirits. An earth or fire spirit is bound into this fetish.
War Whistle
Gnosis 5
Crafted from the leg-bone of an eagle or other hunting bird, and usually decorated with bright dangling feathers, a war-whistle contains a bound war-spirit of ferocious bloodthirstiness. Awarded by the Elders to a chosen battle-leader before the fighting begins, this fetish only awakens when its bearer blows it with icy Rage in his heart. The shrill, piercing shriek of the whistle carries over the battleground, summoning all the leader's allies to the fight; it also allows the user to immediately test Charisma + Intimidation vs Composure + Willpower to intimidate all foes on the battlefield. The Werewolf using a War Whistle may add 2 traits to his Intimidation dice pool for this purpose. Untrained soldiers will turn in flee should their life not be threatened by their own leadership otherwise they suffer a -1 to all non-defensive tests for the next minute.
Level 3
Beast Mask
Gnosis 8
This fetish takes the form of a carved mask depicting an animal. When donned and activated, the werewolf assumes the form of the animal the mask represents. The character gains all the characteristics of the animal (flight, gills, heightened senses, etc.) but cannot use her regenerative powers nor change into other forms until she removes the mask. To create a beast mask, one must bind an appropriate animal spirit into the mask.
Partridge Wing
Gnosis 7
This fetish is made from the wing of a partridge bird, its feathers all completely unbroken and white as snow. The joint of the wing has a golden ring fastened through it, and hangs from a long golden chain. To activate the fetish, a werewolf must concentrate upon a memory that she wishes to remove from her mind, and then swing the partridge wing around herself counter-clockwise three times, letting the tips of the feathers brush in a circle around her on the ground. Memories of another human or Garou can also be swept away in a similar fashion, by dragging the feathers by the chain in a circle around them. This fetish is rarely used on Garou and should never be used without permission, but has come in very handy for restoring Delirious humans to their calmer states. To remove a humans memory requires a gnosis test vs the GNosis of the fetish OR the Willpower of the person (whichever is higher) To create a partridge wing, one must bind a spirit of water or forgetfulness into the wing.
Phoebe’s Veil
Gnosis 7
This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes completely for one minute per activation, the user of the fetish must be unseen when the fetish is activated. Neither mundane creatures nor spirits may sense her in any way except touch. The veil remains drawn until the time expires or the pendant is removed. To create this fetish, one must bind a Lune, a chameleon- spirit, a spirit of illusion, or a spirit of shadow into the pendant.
Wolf Senses and other related powers can break this effect as per the normal rules for breaking Stealth powers.
Sanctuary Chimes
Gnosis 6
When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk. One activation lasts for a full day. To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.
Monkey's Tongue
Gnosis 7
Despite the name, this is rarely made from a tongue (though when it is, a human tongue is commonly used). Just as often, the Garou binds a spirit associated with language - a parrot or magpie, or sometimes a Weaver-spirit - into a book or some other innocuous item. When activated, the fetish translates one language into a tongue of the Garou's choice for the rest of the scene. The fetish only works on one language at a time, so it can't simultaneously translate Coptic and Greek. It does, however, work both ways - the Garou appears to be speaking in the targeted language, even if he doesn't speak a word of it. This fetish can translate human languages into the Garou tongue. No one speaking in the targeted language notices the difference; if a Garou uses this fetish to translate Coptic to greek, he hears Greek when others speak Coptic, but anything speaking in Coptic doesn't notice anything out of the ordinary
Cavern Laurel
Gnosis 3
The wearer of a Cavern laurel is blessed when traveling beneath Gaia's surface; cave systems become safe harbors for her. When the Cavern Laurel is worn, the Garou can see in pitch-blackness as well as she could on a cloudy day. In ways, she can see even farther; her senses extend about twenty meters in all directions, while underground. She can sense foes hidden around the bend in a tunnel, or see through a minor cave-in. The Laurel even works when beneath the earth in human structures; should a Garou wearing it penetrate the basement of a Wyrm-infested building, she will benefit from its abilities there. The Cavern Laurel only fails if the Gauntlet rises to 9 or above. These fetishes are created with the help of various cavern spirits, such as bat-spirits, mole-spirits or earth elementals.
Pilgrim's Staff
Gnosis 7
This staff supports pilgrims (either Garou or Kin) as they trek from place to place on great peace pilgrimages. The Brighton Caern was the first to bear such stave, although the Children carried them long ago. When the pilgrim begins his journey, the staff is a simple wooden or bamboo stick, with a spirit of travel bound within. The pilgrim must walk from caern to caern across the land. At each caern that the pilgrin visits, speaking out for peace and gathering followers, artisans among the Kinfolk carve the caern's symbols into the staff and attach ribbons and banners and so on with the caern's colors and signs (Caerns may choose not to participate). When the pilgrim finally arrives at his goal, he will have one Trait to use in peacemaking tests (of any sort) for each caern represented; these traits last for one day per caern represented. Some such pilgrims have wandered for years.
Laurel of Wisdom
Gnosis 5
When activated, the Laurel increases the wearer's permanent and temporary Willpower or Gnosis (each torc is dedicated to one or the other; a level four fetish might have the power to increase either one at a time) by one point until the end of the scene. A spirit of wisdom empowers the fetish. This fetish may only be activated once per scene
Spearskin
Gnosis 6
One of the more unusual possessions of the Get of Winter Wolves, this fetish appears to be the cured hide of a large boar. Those septs with a speaskin in their possession typically use it to fortify their septs in times of trouble. To activate it, the owner must shake it out as if it were a rug or blanket. As he does so, a large number of stout oaken spears tumble out. The spears may appear with or without iron heads; those without are quite effective for fighting vampires. The skin may be used as often as the owner likes, although if the activation roll is Failed, the skin ceases to function for a week. Spears created by this fetish vanish at the next sunrise. A werewolf must bind a spirit of war, iron or oak into the skin of a boar to create such a fetish.
Spears made with this fetish have the Accurate weapon trait and the choice of one of the following: Balanced, Cold Iron, or Impaling
Latyr Stone
Gnosis 6
These small, unremarkable rocks can make the difference between life and death for a Silver Fang in hostile territory. Once a werewolf activates the stone and places it on the ground or in a body of water, it will purify the nearby plants and water enough to ensure that they are safe for the werewolf to eat and drink. Each stone will purify enough food and water for a single pack.
A character can create a latyr stone by binding a water elemental into a stone taken from a river running through a caern's bawn.
Gaia's Poultice
Gnosis 8
This rough-woven, herb-treated bandage has remarkable healing properties. When placed on a wound, The User spends a gnosis makes a number of simple tests equal to the gnosis of the user. The bandage heals a number of wounds (even aggravated ones) equal to the number of successful tests. The bandage must be kept in a special pouch, or it loses its potency. It can be used on any given person only once during a scene. To create a Poultice, one of the following spirit types must be bound into the bandage: Healing, Unicorn or Snake.
Key to the Umbra
Gnosis 7
This fetish is a small key that reduces the strength of the Gauntlet. The local Gauntlet drops by 1 when activated . The key is usually worn around the neck. Any Gaian spirit can power the Key, so long as the spirit isn't tied to one location
Level Four
Feathered Cloak
Gnosis 8
A highly difficult fetish to make, requiring thousands of differently colored feathers, a feathered cloak can take years to create, but the end results are spectacular not only in function but in form. Properly made, the cloak shows a dazzling array of different colors and patterns, and it is said that gazing on one for three days without wavering in one’s attention makes it possible to see the road of life itself in the pattern of feathers. This may or may not be true, but what is certain is the spectacular effect the fetish provides: The wearer can fly.
When activated, the wearer can rise above the ground and travel horizontally at speeds equivalent to her running speed. The flight is not perfect, however. The wearer cannot travel both horizontally and vertically at the same time. Finally, the entire experience causes a great deal of stress upon the body. For every ten minutes of flight, the player must test Stamina + Athletics (difficulty 8). If the test fails, then the pain from the stress has become too intense and the wearer needs to land and rest. The feathered cloak is a full-length cloak that remains wrapped around the body, even during flight, and is bound with a bird-spirit.
Monkey Puzzle
Gnosis 6
This amber talisman contains a single human hair. When activated, it causes all humans viewing the werewolf to believe her to be a normal human… regardless of the form she wears. However, the fetish doesn’t mask her actions — tearing out someone’s throat simply becomes the act of a cannibalistic lunatic rather than a werewolf. This fetish’s effects last for a day. To create a monkey puzzle, one must bind a ghost, a spirit of illusion, or a trickster-spirit into the talisman.
Spirit Whistle
Gnosis 8
When activated and blown, this ivory whistle emits a wailing scream that causes great pain to all spirits within the werewolf’s line of sight. Any spirits present must test Composure + Willpower vs the gnosis of the fetish, or be compelled to flee from the scream. The power of this fetish is directional; spirits behind the werewolf don’t have to test Gnosis. To create a spirit whistle, one must bind a screechowl spirit, a spirit of madness, or a spirit of discord into the ivory whistle.
Unbroken Cord
Gnosis 6
This appears to be a length of hemp cord knotted and braided into elaborate patterns. Lengths vary, but there will usually be enough to make necklaces, belts, etc., for an entire pack. When the pack member with this fetish wishes, she may spend one Gnosis point and share part of herself, such as a Gift or skill, with any pack member. She can only share with as many pack members as she has current Gnosis. One use for this is to share skills or abilities; another is to aid pack members by giving them the leader’s Rage or Gnosis. The effects last for one scene. To create an unbroken cord, one must bind a unity spirit (such as the spirit of a flock of birds) into the cord. You my only benefit from one unbroken cord at a time.
Trickster's Fire
Gnosis 7
This fetish usually appears as a fiery red stone about the size of a human's palm, similar in color to a carnelian. This fetish is activated by spending a Gnosis point (No Test required), it allows the wielder to raise her Manipulation by two points for the duration of a scene. Ideally, the user takes this opportunity to successfully perform a prank or somehow use the advantage in a way the stone's namesake would approve. When this fetish is made you can assign a Heroic Attribute trait to it which this fetish grants the user so long as they don't already have one and as long as this fetish takes the attribute over 5. A spirit of deceit is often the source of the fetish's power.
Laurel of the Wolf
Gnosis 7
This powerful fetish typically appears as a gold Laurel. When activated, the laurel allows its wearer to shift forms instantly without spending Rage once per activation.
Bramble Branch
Gnosis 8
The Talon binds the spirit of a thicket or a bramble into a large, dead branch. The branch is then placed over a path or somewhere that the undergrowth is light. When the fetish is activated, brambles, thorn bushes, poison ivy, and all manner of unpleasant or poisonous plants spring up from the ground and block the area. The more Gnosis spent during activation, the larger an area is blocked. The blockage remains until torn down (or purpose or by weather) or until the werewolf willingly de-activates the fetish; the werewolf can remove the branch from the path without disrupting the growth.
Gnosis Spend - Area of Effect
1pt - A few feet high and wide
3pts - An entire medium passageway
5pts - A busy road
Anyone who attempts to break the branches suffers from irritation giving a -3 to all non-defensive test pools.
Cedar Bowl
Gnosis 6
A carefully fashioned bowl of cedar wood, as perfectly round as the full moon, cradles the spirit of several bound water elementals. The rim of the bowl is bound with a flat ribbon of copper, and the sigil that binds the spirits is etched into the bottom of the bowl and also filled with poured veins of copper. The bowl itself is utterly indestructible and fireproof. When the bowl is activated, by filling it with water and dragging a wet fingernail or claw around the rim in a complete circle, it lets out a penetrating ringing chime that is carried by the wind. The bound water elementals then rise and cause all sources of fire within hearing of the ringing or sight of the bowl to be completely extinguished. The holder of the bowl may spend additional points of Gnosis to encourage a wind-spirit to carry the sound further and further, making it possible to put out fires from considerable distances away. Each point of Gnosis expended doubles the original distance that the sound carries; for example, the chime may ordinarily be heard 150 feet away on a still day, but can be heard 600 feet away with the spending of 2 more points of Gnosis
Auroch Shield
Gnosis Variable
Heating a prepared piece of Auroch hide until it hardens to the thickness of an inch creates this fetish . The hide is then stretched over a frame of whalebone or antler for sturdiness, and decorated as the Werewolf sees fit. Usually Auroch shields are adorned with an assortment of furs, and other relics of the warrior's vanquished foes. A shield may have several war-spirits bound to it, and some shields can even be home to the ancestor-spirits of the honorably defeated, who have chosen to aid the Garou who conquered them nobly in combat.
Any Auroch Shield adds 1 point to its wielder's Intimidation ability, and increases her soak by test pool by 2. War-spirits are attracted to fearsomely decorated Auroch Shields. However, an excessively decorated shield is cumbersome to wield, and causes the wielder to be down 1 trait on all dexterity based tests (except dodging). Treasured shields are often used by Theurges in divination rituals before battle. These kinds of fetish shields can also be set up outside a dwelling, opposite the door, in order to guard the warrior within from spirit attacks to his blind side. There are even stories of shields that, when unveiled, drive off the enemy without even a single blow being struck. In addition to the Extra traits gained by this shield it may also have an additional minor defensive effect (The Storyteller is the final decider on the extra effects this has and the fetish itself does not retain these effects after the scene).
Gnostic Bag
Gnosis 9
This small pouch, usually decorated with ornamentation and Garou pictograms, can store Gnosis. To activate the pouch, the Garou must reach in and literally remove and eat the Gnosis. The bag holds its Gnosis score in points; when exhausted, the bag must be recharged by spending points directly into the bag. To create this fetish, an Engling must be bound into the bag.
Rager
Gnosis 8
This small pouch, made from the remains of an Ahroun who fell in combat against the Wyrm, can store Rage. To activate the pouch, the Garou must reach in and literally remove and eat the Rage. The bag holds its Gnosis score in rage points; when exhausted, the bag must be recharged by spending points directly into the bag. To create a Rager, one of the following spirit types must be bound into the bone: Anger, War, Wolverine or Boar
Level 5
Boar's Tusk
Gnosis 7
This fearsome fetish, a large tusk from a boar suspended by a leather thong, marks the wearer as someone you don't want to mess with. When activated the fetish adds one health level per and one Stamina per Gnosis spent for one scene. When this fetish is made you can assign a Heroic Attribute trait to it which this fetish grants the user so long as they don't already have one and as long as this fetish takes the attribute over 5
Watcher's Shield
Gnosis 8
This small wooden token, shaped like a shield, is worn around the neck. When activated, the shield adds five traits to the wearer's soak test, but these effects can only be used against cowardly attacks. In addition they also may call upon a Fetish Retest when they gain these traits but only on Soaking tests. To create such a fetish, the crafter must bind a turtle-spirit or spirit of vigilance within.
This is an exception to the rule that you normally don’t get retests when soaking.
Heart of the Spirit
Gnosis 6
This fetish resembles a miniature heart carved from rose quartz. It allows the user to store up to ten points of Gnosis, Willpower or Rage (choose one at a time) within it. A successful activation test is also needed to draw as many points out of the heart as the user wishes (This cannot take the user over their Maximum Temper.) To create this fetish, an Engling must be bound into the crystal.
Hearthstone
Gnosis 8
This oblong flagstone is generally kept in a Garou's home. When placed within a domicile, it becomes a link to Gaia and permeates the home with tranquillity and calm. When the Hearthstone is activated, the area around it (up to the size of a small house) becomes linked to Gaia in the manner of a caern. Garou become able to regain Gnosis through meditation within a domicile that contains an activated Hearthstone. The stone works only within a permanent residence. To create this fetish, one of the following spirit types must be bound into the stone: Calm, Ancestor or Peace.
Level 1
Apeskin
Gnosis 6
This somewhat gruesome fetish is nonetheless highly useful for Ostraka and lupus Garou who need to hide their true nature. When activated, the fetish — which takes the form of a scrap of ape or human skin tattooed with a glyph — makes the werewolf suffer no special damage from silver in Homid form, and also renders the Garou unable to regenerate in that form — just as though they were born homid. One activation lasts for a full day. To create an apeskin, a homid ancestor-spirit must be bound into the skin.
Harmony Flute
Gnosis 5
Carved from hickory, this small flute has many small songbird feathers decorating it. The activation of this fetish is a Charisma + Performance test Vs the Gnosis of the Flute, the flute emits an enchanting melody, reawakening ancient memories of peace from ages past, when the world was whole. When an aggressive creature hears the song, it must make a test or cease its struggles. Those with a beast will test their Rage/Conscience/Conviction vs the Gnosis of the Flute or the gnosis of the person activating the fetish This test is done after the activation. Creatures without a beast may not resist the flute’s music. Any being listening to the sound may still defend itself if attacked. One activation lasts for as long as the werewolf continues to play. To create a harmony flute, one must bind a bird-spirit or a spirit of peace, calm, or water into the flute. In the middle of battle the activator of this fetish must make a activation test every turn. Outside of battle OR before one starts its every minute. (Someone effected by this flute can retry their defense against the effects whenever the Flute is activated again)
Magpie’s Swag
Gnosis 5
The magpie’s swag can be pretty much any simple closable bag, satchel, sack, or similar container, which can hold three times the amount of a regular bag the same size. The Magpies swag counts as a single item, even if filled with other fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo, and Lupus forms. Unfortunately, To create a magpie’s swag, one must bind a magpie or crows spirit into the container.
Nyx’s Bangle
Gnosis 6
A favorite of Ragabash, this fetish resembles a silver bracelet with glyphs honoring Luna carved into it. When activated, it allows the wearer to blend with shadows and move around unseen at night. Only the eyes betray the werewolf, shining like twin full moons in the darkness. Unlike the talen: Nightshade, the wearer of Nyx’s bangle doesn’t turn into shadow, but merely has her presence masked. She gains four extra traits to Stealth pools at night when the fetish is activated. To create Nyx’s bangle, one must bind a spirit of night or darkness into the bangle.
Talaria of Hermies
Gnosis 2
It's gotta be the shoes! Invented after chase nearly went nasty, these sandles allow the warder of man to nearly float when jumping. The warder of man adds two traits to any Athletics test involving jumping. In addition, he takes no damage from falls. They are bound with a Wind Spirit, and can only be used in Homid or Glabro.
Wanderer's Friend
Gnosis 4
The Silent Striders have an image to maintain -- that of the unflappable traveler, never lost, and never at a loss for which way to go. With expectations so high, the first step of that first journey can be a doozy. This fetish is often gifted to a young Strider by a mentor after she undergoes her Rite of Passage, as a way of smoothing the road.
At first glance, the fetish appears to small nonspecific Box. A closer look reveals glyphs within, When the owner is holding the box as she gets directions to her destination (the Box must be successfully activated), the spirit of guidance housed within hears and remembers the directions. As the Strider travels, the two needles remain together until the owner reaches a landmark or crossroads given in the directions; at that point, the second needle swings to show the next direction. The compass understands every language spoken by the Garou who created the fetish (and thus it might understand a language that its owner does not), and it is even capable of interpreting pantomimed directions with reasonable accuracy. The compass is entirely dependent on the directions received, however, and the directions might always be plain wrong.
Jar of Secrets
Gnosis 5
This small earthen jar stores spoken messages. By spending a Gnosis point, the user may speak into the jar for up to a minute, after which he may seal the words in with the lid. Up to five messages may be so saved. If the pot is opened without being activated, the messages are released in order from newest to oldest, and are heard at the volume with which the pot received them. Once repeated, the message is lost.
Fang of the Wyrm
Gnosis 3
Septs often give these simple fetishes to new Garou after their Rites of Passage. A Fang resembles just that: a pearly white fang on a leather thong. When the fang is activated, it reacts to the presence of the Wyrm by turning a mottled, bilious green. The more corrupted the surroundings, the darker the fang becomes. The fang clears after being in a Gaian caern for an hour. Any spirit servant of Gaia can empower this fetish.
Moon Bangle
Gnosis 4
This Braclet automatically tells a Garou what the current moon phase is and whether it is waxing or waning. When activated, the watch indicates to the user what auspice the person before him is. To create a Moon Bangle, a Garou must bind a Lune or Gaffling of Luna into a sanctified piece of jewlery.
Level 2
Cup of the Unicorn
Gnosis 6
The oldest of these carved and covered cups, handed down in old septs, are said to be made of unicorn horn, though the truth of this is unknown. Any harmful substance is neutralized when poured into this cup. With a Static Gnosis test against the Intelligence + herbalism of the poisoner, the holder of the cup can even recognize the type of poison by the changes in the cup’s shimmer or color. To create a cup of the Unicorn, one must bind a spirit of healing, or a snake- or unicorn-spirit into the cup.
Chameleon Skin
Gnosis 7
Garou needing to keep a low profile and stay out of sight commonly use this fetish. Generally a belt or headband, it allows the Garou’s fur to blend in with her surroundings. Chameleon’s skin is most efficient in the wild and other densely overgrown areas, but some Warders of Men have fetishes that easily harmonize with their urban surroundings of Marble and concrete. When activated, this fetish blends the wearer into their chosen surroundings So long as they don't move only someone with supernatural senses may attempt to break their camouflage. This fetish does not work in urban environments.
A chameleon-spirit, naturally, must be bound into this fetish in order to create it. Chances are that the chameleon-spirit will be easier to sway if the skins are those of a lizard other than chameleons or, indeed, from another type of animal altogether. The Warders of Man bind urban spirits into this fetish allowing them to utilize the effect of this fetish in a city instead of Densely overgrown areas
Chimera Gem
Gnosis 5
A Chimera Gem, is a multi-colored gemstone that can View and project another’s dream. The gem is placed near the target when asleep, and when activated it will allow the user to view the target’s dreams, replayed in the depths of the stone. To create a Chimera Gem, one must bind a spirit of dream or one of Cuckoo’s brood into the stone.
Spirit Tracer
Gnosis 5
This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit, the ingot pulls in that direction to the area in which the spirit is in. This fetish only works for tracking spirits. To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the ingot. This Fetish does not overcome supernatural powers of stealth though it will still point to the general area where a spirit is under the effects of stealth.
Thunder Drum
Gnosis 6
This fetish doesn't actually have to be a drum; any easily portable musical instrument will do, as long as it can play low, threatening tones. The Garou beats the drum while marching into battle, unnerving his foes with its quiet, yet pervasive rhythm. The activation gives a -10 to the initiative of any opponent who hears it (to a minimum of 1), for the first turn of combat only. The Garou must beat the drum for at least two turns before testing to activate the fetish. To create a Thunder Drum, the Garou must bind a war-spirit into the instrument.
Rover's Whistle
Gnosis 5
Humans can't hear this fetish, but Garou can. When activated with a Gnosis test and a good solid blow, the whistle alerts all Garou and Kinfolk within a quarter mile, helping them find the user (The effects are similar to the Galliard Gift: Call of the Wyld, but none of that annoying howling is required.)
Keep in mind that this fetish alerts werewolves and Kinfolk that hear it; it doesn't force them to appear at the user's beck and call. A Garou does not have to answer this summons. Bone Gnawers respect this fetish, but werewolves of other tribes get irritated when a Bone Gnawer tries to summon them with a glorified "dog whistle".
Alternatively, with a Charisma + Animal Ken test (difficulty 6), the fetish alerts all the street dogs in the neighborhood summoning them to the aid of the werewolf.
Tattoo of True Shape
Gnosis 6
This fetish is usually a tattoo or scar, although it can also be worn as a piercing. An octopus-spirit or other shapeshifting spirit is bound into the fetish. Developed by the Ragabash Soldier-of-Paradise, it contours the Garou's shapeshifting to make him comfortable and functional in any space. Thus the huge Crinos form might become thicker-bodied and smaller in a confined corridor, more able to move or fight. The Hispo would fit into a tiny elevator by being taller and more erect, though its four-footed stance and fighting claws would not change. A Garou can shift from Homid to Lupus while in a cramped tunnel without the Crinos shape being a problem.
The tattoo must be activated during shapeshifting; it's impossible to spend a Rage point to shift forms and activate the tattoo in the same turn. The five forms are still recognizable no matter what the fetish does, and it does not enable Garou to take new forms. This fetish is especially helpful to Garou who invade alien Wyrm-spaces.
Belt of the Unicorn
Gnosis 6
This is a belt made from white leather in which a Gaffling of Unicorn dwells. When it is worn, it protects the wearer from ingested poison, including Wyrm-venoms, and from all natural sickness; supernatural toxins and corrosives that are absorbed through the skin or injected are still a danger. No roll is necessary.
Hephaestus's' Hammer
Gnosis 6
Though not a combat fetish, Nor the actual hammer of Hephaestus, it is highly prized by Nightclaw smiths; some of the finest weapons, including several klaives, were forged with these hammers. This fetish grants a +5 traits for seeing if you exceptionally succeed on a crafting test. In addition, items crafted with the hammer reduce the difficulty for a Rite of the Fetish by one; such items are more pleasing to spirits. An earth or fire spirit is bound into this fetish.
War Whistle
Gnosis 5
Crafted from the leg-bone of an eagle or other hunting bird, and usually decorated with bright dangling feathers, a war-whistle contains a bound war-spirit of ferocious bloodthirstiness. Awarded by the Elders to a chosen battle-leader before the fighting begins, this fetish only awakens when its bearer blows it with icy Rage in his heart. The shrill, piercing shriek of the whistle carries over the battleground, summoning all the leader's allies to the fight; it also allows the user to immediately test Charisma + Intimidation vs Composure + Willpower to intimidate all foes on the battlefield. The Werewolf using a War Whistle may add 2 traits to his Intimidation dice pool for this purpose. Untrained soldiers will turn in flee should their life not be threatened by their own leadership otherwise they suffer a -1 to all non-defensive tests for the next minute.
Level 3
Beast Mask
Gnosis 8
This fetish takes the form of a carved mask depicting an animal. When donned and activated, the werewolf assumes the form of the animal the mask represents. The character gains all the characteristics of the animal (flight, gills, heightened senses, etc.) but cannot use her regenerative powers nor change into other forms until she removes the mask. To create a beast mask, one must bind an appropriate animal spirit into the mask.
Partridge Wing
Gnosis 7
This fetish is made from the wing of a partridge bird, its feathers all completely unbroken and white as snow. The joint of the wing has a golden ring fastened through it, and hangs from a long golden chain. To activate the fetish, a werewolf must concentrate upon a memory that she wishes to remove from her mind, and then swing the partridge wing around herself counter-clockwise three times, letting the tips of the feathers brush in a circle around her on the ground. Memories of another human or Garou can also be swept away in a similar fashion, by dragging the feathers by the chain in a circle around them. This fetish is rarely used on Garou and should never be used without permission, but has come in very handy for restoring Delirious humans to their calmer states. To remove a humans memory requires a gnosis test vs the GNosis of the fetish OR the Willpower of the person (whichever is higher) To create a partridge wing, one must bind a spirit of water or forgetfulness into the wing.
Phoebe’s Veil
Gnosis 7
This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes completely for one minute per activation, the user of the fetish must be unseen when the fetish is activated. Neither mundane creatures nor spirits may sense her in any way except touch. The veil remains drawn until the time expires or the pendant is removed. To create this fetish, one must bind a Lune, a chameleon- spirit, a spirit of illusion, or a spirit of shadow into the pendant.
Wolf Senses and other related powers can break this effect as per the normal rules for breaking Stealth powers.
Sanctuary Chimes
Gnosis 6
When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk. One activation lasts for a full day. To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.
Monkey's Tongue
Gnosis 7
Despite the name, this is rarely made from a tongue (though when it is, a human tongue is commonly used). Just as often, the Garou binds a spirit associated with language - a parrot or magpie, or sometimes a Weaver-spirit - into a book or some other innocuous item. When activated, the fetish translates one language into a tongue of the Garou's choice for the rest of the scene. The fetish only works on one language at a time, so it can't simultaneously translate Coptic and Greek. It does, however, work both ways - the Garou appears to be speaking in the targeted language, even if he doesn't speak a word of it. This fetish can translate human languages into the Garou tongue. No one speaking in the targeted language notices the difference; if a Garou uses this fetish to translate Coptic to greek, he hears Greek when others speak Coptic, but anything speaking in Coptic doesn't notice anything out of the ordinary
Cavern Laurel
Gnosis 3
The wearer of a Cavern laurel is blessed when traveling beneath Gaia's surface; cave systems become safe harbors for her. When the Cavern Laurel is worn, the Garou can see in pitch-blackness as well as she could on a cloudy day. In ways, she can see even farther; her senses extend about twenty meters in all directions, while underground. She can sense foes hidden around the bend in a tunnel, or see through a minor cave-in. The Laurel even works when beneath the earth in human structures; should a Garou wearing it penetrate the basement of a Wyrm-infested building, she will benefit from its abilities there. The Cavern Laurel only fails if the Gauntlet rises to 9 or above. These fetishes are created with the help of various cavern spirits, such as bat-spirits, mole-spirits or earth elementals.
Pilgrim's Staff
Gnosis 7
This staff supports pilgrims (either Garou or Kin) as they trek from place to place on great peace pilgrimages. The Brighton Caern was the first to bear such stave, although the Children carried them long ago. When the pilgrim begins his journey, the staff is a simple wooden or bamboo stick, with a spirit of travel bound within. The pilgrim must walk from caern to caern across the land. At each caern that the pilgrin visits, speaking out for peace and gathering followers, artisans among the Kinfolk carve the caern's symbols into the staff and attach ribbons and banners and so on with the caern's colors and signs (Caerns may choose not to participate). When the pilgrim finally arrives at his goal, he will have one Trait to use in peacemaking tests (of any sort) for each caern represented; these traits last for one day per caern represented. Some such pilgrims have wandered for years.
Laurel of Wisdom
Gnosis 5
When activated, the Laurel increases the wearer's permanent and temporary Willpower or Gnosis (each torc is dedicated to one or the other; a level four fetish might have the power to increase either one at a time) by one point until the end of the scene. A spirit of wisdom empowers the fetish. This fetish may only be activated once per scene
Spearskin
Gnosis 6
One of the more unusual possessions of the Get of Winter Wolves, this fetish appears to be the cured hide of a large boar. Those septs with a speaskin in their possession typically use it to fortify their septs in times of trouble. To activate it, the owner must shake it out as if it were a rug or blanket. As he does so, a large number of stout oaken spears tumble out. The spears may appear with or without iron heads; those without are quite effective for fighting vampires. The skin may be used as often as the owner likes, although if the activation roll is Failed, the skin ceases to function for a week. Spears created by this fetish vanish at the next sunrise. A werewolf must bind a spirit of war, iron or oak into the skin of a boar to create such a fetish.
Spears made with this fetish have the Accurate weapon trait and the choice of one of the following: Balanced, Cold Iron, or Impaling
Latyr Stone
Gnosis 6
These small, unremarkable rocks can make the difference between life and death for a Silver Fang in hostile territory. Once a werewolf activates the stone and places it on the ground or in a body of water, it will purify the nearby plants and water enough to ensure that they are safe for the werewolf to eat and drink. Each stone will purify enough food and water for a single pack.
A character can create a latyr stone by binding a water elemental into a stone taken from a river running through a caern's bawn.
Gaia's Poultice
Gnosis 8
This rough-woven, herb-treated bandage has remarkable healing properties. When placed on a wound, The User spends a gnosis makes a number of simple tests equal to the gnosis of the user. The bandage heals a number of wounds (even aggravated ones) equal to the number of successful tests. The bandage must be kept in a special pouch, or it loses its potency. It can be used on any given person only once during a scene. To create a Poultice, one of the following spirit types must be bound into the bandage: Healing, Unicorn or Snake.
Key to the Umbra
Gnosis 7
This fetish is a small key that reduces the strength of the Gauntlet. The local Gauntlet drops by 1 when activated . The key is usually worn around the neck. Any Gaian spirit can power the Key, so long as the spirit isn't tied to one location
Level Four
Feathered Cloak
Gnosis 8
A highly difficult fetish to make, requiring thousands of differently colored feathers, a feathered cloak can take years to create, but the end results are spectacular not only in function but in form. Properly made, the cloak shows a dazzling array of different colors and patterns, and it is said that gazing on one for three days without wavering in one’s attention makes it possible to see the road of life itself in the pattern of feathers. This may or may not be true, but what is certain is the spectacular effect the fetish provides: The wearer can fly.
When activated, the wearer can rise above the ground and travel horizontally at speeds equivalent to her running speed. The flight is not perfect, however. The wearer cannot travel both horizontally and vertically at the same time. Finally, the entire experience causes a great deal of stress upon the body. For every ten minutes of flight, the player must test Stamina + Athletics (difficulty 8). If the test fails, then the pain from the stress has become too intense and the wearer needs to land and rest. The feathered cloak is a full-length cloak that remains wrapped around the body, even during flight, and is bound with a bird-spirit.
Monkey Puzzle
Gnosis 6
This amber talisman contains a single human hair. When activated, it causes all humans viewing the werewolf to believe her to be a normal human… regardless of the form she wears. However, the fetish doesn’t mask her actions — tearing out someone’s throat simply becomes the act of a cannibalistic lunatic rather than a werewolf. This fetish’s effects last for a day. To create a monkey puzzle, one must bind a ghost, a spirit of illusion, or a trickster-spirit into the talisman.
Spirit Whistle
Gnosis 8
When activated and blown, this ivory whistle emits a wailing scream that causes great pain to all spirits within the werewolf’s line of sight. Any spirits present must test Composure + Willpower vs the gnosis of the fetish, or be compelled to flee from the scream. The power of this fetish is directional; spirits behind the werewolf don’t have to test Gnosis. To create a spirit whistle, one must bind a screechowl spirit, a spirit of madness, or a spirit of discord into the ivory whistle.
Unbroken Cord
Gnosis 6
This appears to be a length of hemp cord knotted and braided into elaborate patterns. Lengths vary, but there will usually be enough to make necklaces, belts, etc., for an entire pack. When the pack member with this fetish wishes, she may spend one Gnosis point and share part of herself, such as a Gift or skill, with any pack member. She can only share with as many pack members as she has current Gnosis. One use for this is to share skills or abilities; another is to aid pack members by giving them the leader’s Rage or Gnosis. The effects last for one scene. To create an unbroken cord, one must bind a unity spirit (such as the spirit of a flock of birds) into the cord. You my only benefit from one unbroken cord at a time.
Trickster's Fire
Gnosis 7
This fetish usually appears as a fiery red stone about the size of a human's palm, similar in color to a carnelian. This fetish is activated by spending a Gnosis point (No Test required), it allows the wielder to raise her Manipulation by two points for the duration of a scene. Ideally, the user takes this opportunity to successfully perform a prank or somehow use the advantage in a way the stone's namesake would approve. When this fetish is made you can assign a Heroic Attribute trait to it which this fetish grants the user so long as they don't already have one and as long as this fetish takes the attribute over 5. A spirit of deceit is often the source of the fetish's power.
Laurel of the Wolf
Gnosis 7
This powerful fetish typically appears as a gold Laurel. When activated, the laurel allows its wearer to shift forms instantly without spending Rage once per activation.
Bramble Branch
Gnosis 8
The Talon binds the spirit of a thicket or a bramble into a large, dead branch. The branch is then placed over a path or somewhere that the undergrowth is light. When the fetish is activated, brambles, thorn bushes, poison ivy, and all manner of unpleasant or poisonous plants spring up from the ground and block the area. The more Gnosis spent during activation, the larger an area is blocked. The blockage remains until torn down (or purpose or by weather) or until the werewolf willingly de-activates the fetish; the werewolf can remove the branch from the path without disrupting the growth.
Gnosis Spend - Area of Effect
1pt - A few feet high and wide
3pts - An entire medium passageway
5pts - A busy road
Anyone who attempts to break the branches suffers from irritation giving a -3 to all non-defensive test pools.
Cedar Bowl
Gnosis 6
A carefully fashioned bowl of cedar wood, as perfectly round as the full moon, cradles the spirit of several bound water elementals. The rim of the bowl is bound with a flat ribbon of copper, and the sigil that binds the spirits is etched into the bottom of the bowl and also filled with poured veins of copper. The bowl itself is utterly indestructible and fireproof. When the bowl is activated, by filling it with water and dragging a wet fingernail or claw around the rim in a complete circle, it lets out a penetrating ringing chime that is carried by the wind. The bound water elementals then rise and cause all sources of fire within hearing of the ringing or sight of the bowl to be completely extinguished. The holder of the bowl may spend additional points of Gnosis to encourage a wind-spirit to carry the sound further and further, making it possible to put out fires from considerable distances away. Each point of Gnosis expended doubles the original distance that the sound carries; for example, the chime may ordinarily be heard 150 feet away on a still day, but can be heard 600 feet away with the spending of 2 more points of Gnosis
Auroch Shield
Gnosis Variable
Heating a prepared piece of Auroch hide until it hardens to the thickness of an inch creates this fetish . The hide is then stretched over a frame of whalebone or antler for sturdiness, and decorated as the Werewolf sees fit. Usually Auroch shields are adorned with an assortment of furs, and other relics of the warrior's vanquished foes. A shield may have several war-spirits bound to it, and some shields can even be home to the ancestor-spirits of the honorably defeated, who have chosen to aid the Garou who conquered them nobly in combat.
Any Auroch Shield adds 1 point to its wielder's Intimidation ability, and increases her soak by test pool by 2. War-spirits are attracted to fearsomely decorated Auroch Shields. However, an excessively decorated shield is cumbersome to wield, and causes the wielder to be down 1 trait on all dexterity based tests (except dodging). Treasured shields are often used by Theurges in divination rituals before battle. These kinds of fetish shields can also be set up outside a dwelling, opposite the door, in order to guard the warrior within from spirit attacks to his blind side. There are even stories of shields that, when unveiled, drive off the enemy without even a single blow being struck. In addition to the Extra traits gained by this shield it may also have an additional minor defensive effect (The Storyteller is the final decider on the extra effects this has and the fetish itself does not retain these effects after the scene).
Gnostic Bag
Gnosis 9
This small pouch, usually decorated with ornamentation and Garou pictograms, can store Gnosis. To activate the pouch, the Garou must reach in and literally remove and eat the Gnosis. The bag holds its Gnosis score in points; when exhausted, the bag must be recharged by spending points directly into the bag. To create this fetish, an Engling must be bound into the bag.
Rager
Gnosis 8
This small pouch, made from the remains of an Ahroun who fell in combat against the Wyrm, can store Rage. To activate the pouch, the Garou must reach in and literally remove and eat the Rage. The bag holds its Gnosis score in rage points; when exhausted, the bag must be recharged by spending points directly into the bag. To create a Rager, one of the following spirit types must be bound into the bone: Anger, War, Wolverine or Boar
Level 5
Boar's Tusk
Gnosis 7
This fearsome fetish, a large tusk from a boar suspended by a leather thong, marks the wearer as someone you don't want to mess with. When activated the fetish adds one health level per and one Stamina per Gnosis spent for one scene. When this fetish is made you can assign a Heroic Attribute trait to it which this fetish grants the user so long as they don't already have one and as long as this fetish takes the attribute over 5
Watcher's Shield
Gnosis 8
This small wooden token, shaped like a shield, is worn around the neck. When activated, the shield adds five traits to the wearer's soak test, but these effects can only be used against cowardly attacks. In addition they also may call upon a Fetish Retest when they gain these traits but only on Soaking tests. To create such a fetish, the crafter must bind a turtle-spirit or spirit of vigilance within.
This is an exception to the rule that you normally don’t get retests when soaking.
Heart of the Spirit
Gnosis 6
This fetish resembles a miniature heart carved from rose quartz. It allows the user to store up to ten points of Gnosis, Willpower or Rage (choose one at a time) within it. A successful activation test is also needed to draw as many points out of the heart as the user wishes (This cannot take the user over their Maximum Temper.) To create this fetish, an Engling must be bound into the crystal.
Hearthstone
Gnosis 8
This oblong flagstone is generally kept in a Garou's home. When placed within a domicile, it becomes a link to Gaia and permeates the home with tranquillity and calm. When the Hearthstone is activated, the area around it (up to the size of a small house) becomes linked to Gaia in the manner of a caern. Garou become able to regain Gnosis through meditation within a domicile that contains an activated Hearthstone. The stone works only within a permanent residence. To create this fetish, one of the following spirit types must be bound into the stone: Calm, Ancestor or Peace.
HST
o νομίζετε ότι ο Θεός μένει στον παράδεισο γιατί και αυτός ζει με φόβο για αυτό που έχει δημιουργήσει - Romero
o νομίζετε ότι ο Θεός μένει στον παράδεισο γιατί και αυτός ζει με φόβο για αυτό που έχει δημιουργήσει - Romero
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Sample Weapon Fetishes
Sample Weapon Fetishes
Level 2
Dagger of Retribution
Gnosis 5
This particular fetish, an ugly iron dagger, was devised as a means of tracking down stolen possessions and the thieves responsible. The werewolf concentrates on the lost item while holding the dagger; the weapon gently tugs in the direction of the item until the Garou reclaims it. If the fetish’s owner knows the face or name of the thief, he may use the dagger to locate the thief as well. The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation; the damage may deal lethal or aggravated damage to the thief but has no special effects on anyone else. To create a dagger of retribution, a werewolf must bind a vengeance-spirit into the dagger
The Scales of Themis use a level 4 Variation on this fetish that allows them to find the Guilty party in a crime.
Quiver of Silvered Arrows
Gnosis 3
Most of these tools were originally forged during the long ago days of open conflict with other tribes; the Shadow Lords and Get of Winter Wolves were particularly anathema to the Furies back then and were on the receiving end of more of these arrows than other tribes were. There are two enchantments on these arrows: first, they are sharper than typical arrowheads, and second, they do not break under ordinary use. That is to say, a Fury can shoot a silvered arrow at a Wyrm-thing, miss, and have the arrow strike a stone wall or the side of a tank, and it will not break. However, if she were to attempt to use the arrow as a melee weapon, climbing piton, or toothpick, she would risk breaking it. A quiver holds a dozen arrows, but counts as just one fetish. The arrows themselves grant the bow firing them the silver quality in addition to any normal traits they have These fetishes typically contain Lunes.
Snake Bow
Gnosis 5
This finely crafted bow has the skin of a snake running along the back (the convex side). Any arrow loosed from the activated bow does, if any of its initial damage is unsoaked, an additional level of aggravated damage on the following turn; the wound burns as if poisoned. A spirit empowers this fetish. The fetish is treated as a Bow in combat with 2 weapon traits chosen at the fetishes creation.
Level Three
D’siah
Gnosis 6
Restricted to Silent Striders to start.
The d’siah, a knife with a flint blade curved like a crescent moon, is the signature weapon of the Silent Striders. Its sharpened outer edge is used for slashing attacks, while the trailing point can be used to thrust and tear on the return stroke. The war spirit bound into the blade, usually one of Cobra’s brood, is somewhat more discerning than spirits usually bound to klaives — a d’siah does aggravated damage only to creatures who are Wyrm-Affinity and any type of spirit.
In addition, after a successful strike, the Strider can activate the d’siah to drain a point of Gnosis from her opponent (or a point of Essence from spirits or a point of blood from a vampire). Because this requires a Gnosis test, the werewolf cannot use this ability of the knife on the same turn she spends Rage for extra actions.
The greatest strength of the d’siah is directed against the Striders’ greatest foes: Egypt’s vampires and their snake-like minions. The cobra-spirit in the blade lashes out violently against its tainted reflections, inflicting an additional level damage.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation.
Fang Dagger
Gnosis 6
These daggers are always carved from the tooth or tusk of a great beast. After striking an opponent, the werewolf can activate the weapon, causing it to “bite” deeper into the wound. After a successful strike, make a gnosis test and do 2 additional levels of damage. Because this requires a Gnosis test, the werewolf cannot use this ability of the knife on the same turn she spends Rage for extra actions. To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain, or death into the blade.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation.
Sun Whip
Gnosis 7
This exotic fetish takes the form of a whip with small nuggets of gold bound into the coil, weighted with a large nugget in the tip. The creator’s tribal glyph (or occasionally family crest) is carved upon the base of the handle. When activated, the weapon glows slightly and erupts into either sunlight or flame upon making contact with a vampire. The whip does 3 aggravated damage against vampires, 1 lethal damage against everything else. To create a sun whip, a spirit of flame or sunlight must be bound into the whip.
The fetish is treated as a Whip in combat with 2 weapon traits chosen at the fetishes creation.
Bow of Artemis
Gnosis 5
Restricted to Black Furies.
A Bow of Artemis is usuable only by a Maiden Black Fury. It is the perfect hunting bow, giving its wielder +4 traits to her Survival tests when using it to hunt for food. In battle, It has an the accurate trait in addition to the two other traits the bow gets standard, and causes those arrows that strike their targets to do an extra level of lethal damage. The bow is crafted by binding any spirit of Artemis' brood within.
The fetish is treated as a Bow in combat with 2 weapon traits chosen at the fetishes creation.
Labrys
Gnosis 7
A fetish labrys is much like the standard double-headed axe of the same name. However, thanks to the war-spirit bound within, After activation it inflicts two aggravated damage. The fetish is treated as an axe in combat with 2 weapon traits chosen at the fetishes creation.
Moon Bow
Gnosis 7
A Moon Bow appears as a short or longbow of dark wood, with glyphs for each of the moon phases carved on it. The bow shoots more accurately in the light of the moon; even when the moon appears during the day. To attune the bow initially, the Garou must fire an arrow at the moon, spend a point of Gnosis and succeed in a Gnosis test (difficulty 7). If successful, the bow is attuned to her until she gives it away. When shooting in the moon's light, she makes another Gnosis check (difficulty depends on the moon's phase; 8 for new moon, 4 for full); The wielder gets bonus traits on their attacks based on the Moon Phase:
The fetish is treated as a Bow in combat with 2 weapon traits chosen at the fetishes creation.
Jambiya
Gnosis 5
Restricted to Silent Striders to start.
The fetish jambiya is most often a klaive forged in a form that pays homage to the Silent Strider heritage. The blade of a jambiya is curved, but it lacks the bottom point that would form the full crescent. Both edges of the blade are sharpened. Like the d'siah, it is typically used to slash with the outer edge, but the upswept point can be used to cut into the opponent with a backwards stroke. A fetish jambiya is forged from pure silver, and in larger proportions than ever created for a human wielder -- roughly four inches wide at its broadest, and about eighteen inches long, though it loses some of its reach to the curve of the blade. The knife is heavy in Homid form, but a wielder with a Strength of 4 and 1 point in Melee can handle it with one hand.
A successful strike with the fetish does aggravated damage and the damage is silver to those affected by strider. Because of the large quantities of silver used to make the blade, the wielders effective Gnosis rating is reduced by one while she carries the knife.
The fetish is treated as a knife in combat 2 weapon traits chosen at the fetishes creation, and silver which does not count towards the normal trait limit.
Level Four
Ironhammer
Restricted to Winter Wolves to start.
Gnosis 5
These onehanded hammers are potent war fetishes in their own right, and the signature weapons of the Get of Winter Wolf. Forged of silver-laced iron, an ironhammer inflicts 2 aggravated damage; Garou can soak these wounds, as the silver content is overwhelmed by the iron; the hammer returns to its rightful owner after each toss. To create an ironhammer, a spirit of war must be bound into a mighty hammer forged of silver-laced iron
The fetish is treated as a hammer in combat with with 2 weapon traits chosen at the fetishes creation, and balanced which does not count towards the normal trait limit.
Klaive
Gnosis 6
The signature weapon of the Garou Nation, klaives are fetish daggers of a singular design, made to be used in Homid, Glabro, or Crinos form with equal ease. Klaives are rare weapons made from the purest silver, treasured and passed down from hero to hero. A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver. A war-spirit is usually bound into the klaive, allowing it to inflict aggravated damage even to non-Garou foes.
Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always to the death. Nonetheless, such duels have always been dangerously common, and this practice shows no sign of abating. Elders complain that too many of these sacred artifacts are in the ranks of reckless youths quick to use them for mundane tasks or to spill kin-blood; young werewolves argue that too many klaives are kept hidden away for rituals and great quests, when they could be better put to use against the Fallen and other foes.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation and silver which does not count against the trait limit; It does base 2 Aggravated damage
Some Klaives are bound with more specific war spirits causing them to have other effects. (See Alpha Klaive Below)
Alpha Klaive
Gnosis 8
Restricted to Silver Fangs to start.
This is a variation on the klaive unique to the Silver Fangs. This weapon acknowledges that sometimes good leadership is a better quality in an alpha than pure destructive power. Instead of binding a war-spirit into the blade, the blade forger uses a falcon-spirit. Instead of doing aggravated damage against all opponents, the weapon now aids the alpha in making crucial tactical and battlefield decisions, boosting his effective Leadership by two dots.
There is no war-spirit to aid the wielder, but it still inflicts 2 lethal damage. Werewolves cannot soak damage from the weapon and still treat the klaive's wounds as aggravated, because it is made of silver. The bearer loses one point from his Gnosis rating while carrying the weapon.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation, and silver which does not count against the trait limits.
Labrys of Isthmene
Gnosis 7
Restricted to Black Fury.
A labrys of Isthmene is a massive, double-headed waraxe dedicated to Isthmene, the Gorgon of battle. A signature weapon of the Black Furies, the weapon is designed to be wielded two-handed, but may be effectively used with one hand by any being with Strength 6 or higher. Attacks made with the labrys do 2 aggravated damage. Activating the fetish grants access to the Gift: Spirit of the Fray for the rest of the scene. The fetish will not function for a member of any tribe other than Black Fury. To create a labrys of Isthmene, one must bind a spirit of war into the labrys.
The fetish is treated as an axe in combat with 2 weapon traits chosen at the fetishes creation.
Spirit Dagger
Gnosis 7
This blade has several important properties. The bite of this obsidian blade is grievously painful to spirits (including all manner of Banes), adding two levels of damage to any successful attack. But more impressively, the dagger can pierce the Gauntlet. By spending a Willpower point and making a successful Gnosis Test (difficulty is the Gauntlet rating), the wielder may make a single attack into the Penumbra. Note that unless the Garou has some way of seeing exactly where the spirit is, she is subject to the penalties for fighting blind. There are two downsides to this weapon. While the blade is practically unbreakable when striking spirits (including materialized spirits but not fomori), it reacts like volcanic glass when striking anything physical (i.e., it's liable to shatter when striking bone, wood, metal or almost anything harder than flesh). Also spirits can sense the blade's presence and react unfavorably to the bearer. Heron spirits are typically used to make a spirit dagger.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation.
Tearer of the Veil
Gnosis 7
Legends tell that when the spear "Tearer of the Veil" is thrown, its bone tip whistles through the air like the screaming wind, doing sonic damage to all creatures that are neither Garou nor Kinfolk. The sound of "Tearer of the Veil" flying through the air incites Delirium as it rips through the Veil on its way to its target, sending most humans to their knees with paralyzing fear. There is considerable debate as to whether all Kinfolk, who carry Garou blood are immune to the sound of "Tearer of the Veil". Some stories even say that some non-Kin humans are also safe from the effects of its scream, despite their usual vulnerability to the Delirium.
System: When thrown the owner of the fetish makes an activation test per normal fetish activation. If successful the spear whistles as its thrown, all who hear the whistle that this spear emits are effected by the Delirium as though they saw a Crinos garou.
The fetish is treated as a Spear in combat with 2 weapon traits chosen at the fetishes creation, as well as the Balanced trait that does not count against the normal trait limit.
Level 5
Grand Klaive
Gnosis 7
These mighty blades are the klaives of the most legendary heroes. Carrying one of these immense silver swords costs a Garou two points from his effective Gnosis rating. A war-spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage to non-Garou. Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Night Claws, and Shadow Lords. Besides the usual war-spirit, a second spirit — such as a fire-spirit that might add soak traits against fire when the klaive is activated or an ancestor-spirit that might provide extra dots in an Ability such as Occult or Survival — is usually also bound into the grand klaive. The secondary spirit rarely minds sharing the fetish with another, as grand klaives represent the pinnacle of honor in the eyes of Gaia’s warriors.
The grand klaive inflicts 3 Aggravated damage. Werewolves cannot soak this damage except in their breed form. Werewolves, especially young ones, who possess a grand klaive attract the attention of the mighty. Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation, as well as silver which does not count against the normal trait limits.
Winter Hammer
Gnosis 6
Restricted to Winter Wolves to start.
These mighty two-handed hammers are the pinnacle of Winter Wolf craftsmanship. Like the lesser Ironhammers, they are forged from silver-laced iron and cooled in the blood of freshly slain enemies; however, the Get bind spirits of war and silver alike within. Each hammer inflicts 3 aggravated damage; the damage counts as silver damage, and is thus unsoakable to Garou. Whenever a blow from a Winterhammer slays its target, the hammer resounds with a powerful thunderclap, announcing to friend and foe alike that another enemy of the Get of Winter Wolf has fallen.
The fetish is treated as a Hammer in combat with 2 weapon traits chosen at the fetishes creation, as well as the balanced and Silver traits which do not count against trait limits.
There are seven of these hammers; some are wielded by powerful Winter Wolves. Each one has its own name and secondary power:
Forge-Crusher: blazes with fire when activated, and inflicts an additional health level of fire damage with each blow.
Grinding-Tooth can smash any stone into powder, obliterating a cubic foot of rock or concrete with every strike.
Spear-Chaser flies three times as far as its siblings when thrown, and the thrower never suffers any penalties for range.
Troll-Eater pulverizes bone and smashes armor; opponents Cannot soak to resist its damage.
Bright-Arm shines with the light of sun and moon alike; opponents who rely on sight to target opponents lose two traits from their pools when attacking its wielder.
Hag-Talon is fortified against the magic of enemies, granting its wielder three traits on any test made to resist mind manipulating powers.
Pain-Eagle leaves wounds that throb with agony; those wounded by the hammer suffer double the usual trait pool penalties for their wounds. Or their normal trait penalties if they have a way to ignore wound penalties.
Bronze Labrys
Gnosis 7
The Bronze Labrys does 3 aggravated damage; additionally, it moves under the influence of the Gorgons' spirit invested into it, and gives its wielder a free use of the gift Wyld Resurgence (including the willpower to heal the Aggravated damage. The Bronze Labrys can store up to five points of Gnosis, which its wielder may tap as a free action, to use as she sees fit; she can also invest her own Gnosis into the Bronze Labrys to replenish energy that she has spent. Lastly, once per day the Fury wielding the Bronze Labrys may use it to cut through up to a three-foot depth of almost any inanimate substance; doing so, she can dig a human-sized hole
Threefold Axe
Gnosis 7
Restricted to Night Claws to start.
The culmination of Night Claw smithing skill is the threefold axe, a weapon crafted to be useful against fae, shapeshifters and undead. Each one is forged of a blend of cold iron, silver and gold - a technique that would be all but impossible without the rites of forging and spiritual assistance. The resulting alloy is spiritually hardened. Because the alloy dilutes the purity of each metal (thus, the damage it inflicts on werewolves is not truly "silver damage," and therefore not unsoakable). However, the spirits within charge the power of each metal, giving the axe the power of each metal's mystical affinity.
Threefold axes does 3 aggravated damage; this damage can be soaked if the target is capable of soaking aggravated damage.
The fetish is treated as an axe in combat with 2 weapon traits chosen at the fetishes creation as well as the Cold Iron, Strange Composition: Gold, and Silver traits which do not count against the normal trait limits.
To properly finish a three-fold axe, the smith must bind an earth-spirit, a solar spirit of some kind, and a lunar spirit into the axe. Convincing the three spirits to coexist is almost as difficult a process as forging the axe in the first place, but the triple mystical power of sun, moon and earth is hard to deny.
Assassin's Klaive
Gnosis 5
The weapon of choice for Theurges who need to see a rival eliminated, these bone-colored blades are also used to quickly and quietly destroy those that prove to be difficult to attack directly. Sleek and deadly, assassin's klaives are easily hidden underneath clothing, and are quite innocuous if observers don't know what to look for.
The snake-spirit within the klaive allows the possessor to expend a point of Gnosis to activate one of the following abilities: surround himself with an aura of absolute silence for a scene (Gain a +4 on Stealth Tests), mask his scent for one hour, or eradicate his footprints while he walks for one day (+4 on Streetwise or Survival test to not be followed). The blade is not actually silver, but inflicts 2 aggravated damage.
The fetish is treated as an knife in combat with the 2 weapon traits chosen at the fetishes creation.
Owl Talon D'siah
Gnosis 7
Restricted to Silent Striders to start.
Only two of these ancient flint blades are known to exist. The curved blade is carved to resemble not the crescent moon, but the clutching talons of an owl. The Owl Talon has all the qualities of the standard fetish d'siah above but does an additional damage. In addition a second spirit, that of a desert owl, is bound to the blade; when the knife is activated to drain Gnosis after a successful strike, the owl-spirit snatches the energy up and channels it to the wielder, who adds it to his temporary Gnosis. The wielder's Gnosis may never exceed his permanent rating in this manner. Also, the wielder may activate the fetish after a successful blow against an Egyptian vampire. If successful, two blood points are drained from the vampire and converted into Gnosis for the d'siah's wielder. This Gnosis is dark and unnatural, and may push the werewolf into frenzy -- as long as the character has the tainted Gnosis in his pool, his difficulties to frenzy are reduced by one per point of tainted Gnosis. Once the affected points of Gnosis are spent, the Garou's frenzy difficulties return to normal.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation as well as the Silver trait that does not count against trait limits.
Level 2
Dagger of Retribution
Gnosis 5
This particular fetish, an ugly iron dagger, was devised as a means of tracking down stolen possessions and the thieves responsible. The werewolf concentrates on the lost item while holding the dagger; the weapon gently tugs in the direction of the item until the Garou reclaims it. If the fetish’s owner knows the face or name of the thief, he may use the dagger to locate the thief as well. The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation; the damage may deal lethal or aggravated damage to the thief but has no special effects on anyone else. To create a dagger of retribution, a werewolf must bind a vengeance-spirit into the dagger
The Scales of Themis use a level 4 Variation on this fetish that allows them to find the Guilty party in a crime.
Quiver of Silvered Arrows
Gnosis 3
Most of these tools were originally forged during the long ago days of open conflict with other tribes; the Shadow Lords and Get of Winter Wolves were particularly anathema to the Furies back then and were on the receiving end of more of these arrows than other tribes were. There are two enchantments on these arrows: first, they are sharper than typical arrowheads, and second, they do not break under ordinary use. That is to say, a Fury can shoot a silvered arrow at a Wyrm-thing, miss, and have the arrow strike a stone wall or the side of a tank, and it will not break. However, if she were to attempt to use the arrow as a melee weapon, climbing piton, or toothpick, she would risk breaking it. A quiver holds a dozen arrows, but counts as just one fetish. The arrows themselves grant the bow firing them the silver quality in addition to any normal traits they have These fetishes typically contain Lunes.
Snake Bow
Gnosis 5
This finely crafted bow has the skin of a snake running along the back (the convex side). Any arrow loosed from the activated bow does, if any of its initial damage is unsoaked, an additional level of aggravated damage on the following turn; the wound burns as if poisoned. A spirit empowers this fetish. The fetish is treated as a Bow in combat with 2 weapon traits chosen at the fetishes creation.
Level Three
D’siah
Gnosis 6
Restricted to Silent Striders to start.
The d’siah, a knife with a flint blade curved like a crescent moon, is the signature weapon of the Silent Striders. Its sharpened outer edge is used for slashing attacks, while the trailing point can be used to thrust and tear on the return stroke. The war spirit bound into the blade, usually one of Cobra’s brood, is somewhat more discerning than spirits usually bound to klaives — a d’siah does aggravated damage only to creatures who are Wyrm-Affinity and any type of spirit.
In addition, after a successful strike, the Strider can activate the d’siah to drain a point of Gnosis from her opponent (or a point of Essence from spirits or a point of blood from a vampire). Because this requires a Gnosis test, the werewolf cannot use this ability of the knife on the same turn she spends Rage for extra actions.
The greatest strength of the d’siah is directed against the Striders’ greatest foes: Egypt’s vampires and their snake-like minions. The cobra-spirit in the blade lashes out violently against its tainted reflections, inflicting an additional level damage.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation.
Fang Dagger
Gnosis 6
These daggers are always carved from the tooth or tusk of a great beast. After striking an opponent, the werewolf can activate the weapon, causing it to “bite” deeper into the wound. After a successful strike, make a gnosis test and do 2 additional levels of damage. Because this requires a Gnosis test, the werewolf cannot use this ability of the knife on the same turn she spends Rage for extra actions. To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain, or death into the blade.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation.
Sun Whip
Gnosis 7
This exotic fetish takes the form of a whip with small nuggets of gold bound into the coil, weighted with a large nugget in the tip. The creator’s tribal glyph (or occasionally family crest) is carved upon the base of the handle. When activated, the weapon glows slightly and erupts into either sunlight or flame upon making contact with a vampire. The whip does 3 aggravated damage against vampires, 1 lethal damage against everything else. To create a sun whip, a spirit of flame or sunlight must be bound into the whip.
The fetish is treated as a Whip in combat with 2 weapon traits chosen at the fetishes creation.
Bow of Artemis
Gnosis 5
Restricted to Black Furies.
A Bow of Artemis is usuable only by a Maiden Black Fury. It is the perfect hunting bow, giving its wielder +4 traits to her Survival tests when using it to hunt for food. In battle, It has an the accurate trait in addition to the two other traits the bow gets standard, and causes those arrows that strike their targets to do an extra level of lethal damage. The bow is crafted by binding any spirit of Artemis' brood within.
The fetish is treated as a Bow in combat with 2 weapon traits chosen at the fetishes creation.
Labrys
Gnosis 7
A fetish labrys is much like the standard double-headed axe of the same name. However, thanks to the war-spirit bound within, After activation it inflicts two aggravated damage. The fetish is treated as an axe in combat with 2 weapon traits chosen at the fetishes creation.
Moon Bow
Gnosis 7
A Moon Bow appears as a short or longbow of dark wood, with glyphs for each of the moon phases carved on it. The bow shoots more accurately in the light of the moon; even when the moon appears during the day. To attune the bow initially, the Garou must fire an arrow at the moon, spend a point of Gnosis and succeed in a Gnosis test (difficulty 7). If successful, the bow is attuned to her until she gives it away. When shooting in the moon's light, she makes another Gnosis check (difficulty depends on the moon's phase; 8 for new moon, 4 for full); The wielder gets bonus traits on their attacks based on the Moon Phase:
Phase | Bonus |
---|---|
Full | +5 |
Gibbous | +4 |
Half | +3 |
Crescent | +2 |
New | +1 |
Jambiya
Gnosis 5
Restricted to Silent Striders to start.
The fetish jambiya is most often a klaive forged in a form that pays homage to the Silent Strider heritage. The blade of a jambiya is curved, but it lacks the bottom point that would form the full crescent. Both edges of the blade are sharpened. Like the d'siah, it is typically used to slash with the outer edge, but the upswept point can be used to cut into the opponent with a backwards stroke. A fetish jambiya is forged from pure silver, and in larger proportions than ever created for a human wielder -- roughly four inches wide at its broadest, and about eighteen inches long, though it loses some of its reach to the curve of the blade. The knife is heavy in Homid form, but a wielder with a Strength of 4 and 1 point in Melee can handle it with one hand.
A successful strike with the fetish does aggravated damage and the damage is silver to those affected by strider. Because of the large quantities of silver used to make the blade, the wielders effective Gnosis rating is reduced by one while she carries the knife.
The fetish is treated as a knife in combat 2 weapon traits chosen at the fetishes creation, and silver which does not count towards the normal trait limit.
Level Four
Ironhammer
Restricted to Winter Wolves to start.
Gnosis 5
These onehanded hammers are potent war fetishes in their own right, and the signature weapons of the Get of Winter Wolf. Forged of silver-laced iron, an ironhammer inflicts 2 aggravated damage; Garou can soak these wounds, as the silver content is overwhelmed by the iron; the hammer returns to its rightful owner after each toss. To create an ironhammer, a spirit of war must be bound into a mighty hammer forged of silver-laced iron
The fetish is treated as a hammer in combat with with 2 weapon traits chosen at the fetishes creation, and balanced which does not count towards the normal trait limit.
Klaive
Gnosis 6
The signature weapon of the Garou Nation, klaives are fetish daggers of a singular design, made to be used in Homid, Glabro, or Crinos form with equal ease. Klaives are rare weapons made from the purest silver, treasured and passed down from hero to hero. A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver. A war-spirit is usually bound into the klaive, allowing it to inflict aggravated damage even to non-Garou foes.
Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always to the death. Nonetheless, such duels have always been dangerously common, and this practice shows no sign of abating. Elders complain that too many of these sacred artifacts are in the ranks of reckless youths quick to use them for mundane tasks or to spill kin-blood; young werewolves argue that too many klaives are kept hidden away for rituals and great quests, when they could be better put to use against the Fallen and other foes.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation and silver which does not count against the trait limit; It does base 2 Aggravated damage
Some Klaives are bound with more specific war spirits causing them to have other effects. (See Alpha Klaive Below)
Alpha Klaive
Gnosis 8
Restricted to Silver Fangs to start.
This is a variation on the klaive unique to the Silver Fangs. This weapon acknowledges that sometimes good leadership is a better quality in an alpha than pure destructive power. Instead of binding a war-spirit into the blade, the blade forger uses a falcon-spirit. Instead of doing aggravated damage against all opponents, the weapon now aids the alpha in making crucial tactical and battlefield decisions, boosting his effective Leadership by two dots.
There is no war-spirit to aid the wielder, but it still inflicts 2 lethal damage. Werewolves cannot soak damage from the weapon and still treat the klaive's wounds as aggravated, because it is made of silver. The bearer loses one point from his Gnosis rating while carrying the weapon.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation, and silver which does not count against the trait limits.
Labrys of Isthmene
Gnosis 7
Restricted to Black Fury.
A labrys of Isthmene is a massive, double-headed waraxe dedicated to Isthmene, the Gorgon of battle. A signature weapon of the Black Furies, the weapon is designed to be wielded two-handed, but may be effectively used with one hand by any being with Strength 6 or higher. Attacks made with the labrys do 2 aggravated damage. Activating the fetish grants access to the Gift: Spirit of the Fray for the rest of the scene. The fetish will not function for a member of any tribe other than Black Fury. To create a labrys of Isthmene, one must bind a spirit of war into the labrys.
The fetish is treated as an axe in combat with 2 weapon traits chosen at the fetishes creation.
Spirit Dagger
Gnosis 7
This blade has several important properties. The bite of this obsidian blade is grievously painful to spirits (including all manner of Banes), adding two levels of damage to any successful attack. But more impressively, the dagger can pierce the Gauntlet. By spending a Willpower point and making a successful Gnosis Test (difficulty is the Gauntlet rating), the wielder may make a single attack into the Penumbra. Note that unless the Garou has some way of seeing exactly where the spirit is, she is subject to the penalties for fighting blind. There are two downsides to this weapon. While the blade is practically unbreakable when striking spirits (including materialized spirits but not fomori), it reacts like volcanic glass when striking anything physical (i.e., it's liable to shatter when striking bone, wood, metal or almost anything harder than flesh). Also spirits can sense the blade's presence and react unfavorably to the bearer. Heron spirits are typically used to make a spirit dagger.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation.
Tearer of the Veil
Gnosis 7
Legends tell that when the spear "Tearer of the Veil" is thrown, its bone tip whistles through the air like the screaming wind, doing sonic damage to all creatures that are neither Garou nor Kinfolk. The sound of "Tearer of the Veil" flying through the air incites Delirium as it rips through the Veil on its way to its target, sending most humans to their knees with paralyzing fear. There is considerable debate as to whether all Kinfolk, who carry Garou blood are immune to the sound of "Tearer of the Veil". Some stories even say that some non-Kin humans are also safe from the effects of its scream, despite their usual vulnerability to the Delirium.
System: When thrown the owner of the fetish makes an activation test per normal fetish activation. If successful the spear whistles as its thrown, all who hear the whistle that this spear emits are effected by the Delirium as though they saw a Crinos garou.
The fetish is treated as a Spear in combat with 2 weapon traits chosen at the fetishes creation, as well as the Balanced trait that does not count against the normal trait limit.
Level 5
Grand Klaive
Gnosis 7
These mighty blades are the klaives of the most legendary heroes. Carrying one of these immense silver swords costs a Garou two points from his effective Gnosis rating. A war-spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage to non-Garou. Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Night Claws, and Shadow Lords. Besides the usual war-spirit, a second spirit — such as a fire-spirit that might add soak traits against fire when the klaive is activated or an ancestor-spirit that might provide extra dots in an Ability such as Occult or Survival — is usually also bound into the grand klaive. The secondary spirit rarely minds sharing the fetish with another, as grand klaives represent the pinnacle of honor in the eyes of Gaia’s warriors.
The grand klaive inflicts 3 Aggravated damage. Werewolves cannot soak this damage except in their breed form. Werewolves, especially young ones, who possess a grand klaive attract the attention of the mighty. Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation, as well as silver which does not count against the normal trait limits.
Winter Hammer
Gnosis 6
Restricted to Winter Wolves to start.
These mighty two-handed hammers are the pinnacle of Winter Wolf craftsmanship. Like the lesser Ironhammers, they are forged from silver-laced iron and cooled in the blood of freshly slain enemies; however, the Get bind spirits of war and silver alike within. Each hammer inflicts 3 aggravated damage; the damage counts as silver damage, and is thus unsoakable to Garou. Whenever a blow from a Winterhammer slays its target, the hammer resounds with a powerful thunderclap, announcing to friend and foe alike that another enemy of the Get of Winter Wolf has fallen.
The fetish is treated as a Hammer in combat with 2 weapon traits chosen at the fetishes creation, as well as the balanced and Silver traits which do not count against trait limits.
There are seven of these hammers; some are wielded by powerful Winter Wolves. Each one has its own name and secondary power:
Forge-Crusher: blazes with fire when activated, and inflicts an additional health level of fire damage with each blow.
Grinding-Tooth can smash any stone into powder, obliterating a cubic foot of rock or concrete with every strike.
Spear-Chaser flies three times as far as its siblings when thrown, and the thrower never suffers any penalties for range.
Troll-Eater pulverizes bone and smashes armor; opponents Cannot soak to resist its damage.
Bright-Arm shines with the light of sun and moon alike; opponents who rely on sight to target opponents lose two traits from their pools when attacking its wielder.
Hag-Talon is fortified against the magic of enemies, granting its wielder three traits on any test made to resist mind manipulating powers.
Pain-Eagle leaves wounds that throb with agony; those wounded by the hammer suffer double the usual trait pool penalties for their wounds. Or their normal trait penalties if they have a way to ignore wound penalties.
Bronze Labrys
Gnosis 7
The Bronze Labrys does 3 aggravated damage; additionally, it moves under the influence of the Gorgons' spirit invested into it, and gives its wielder a free use of the gift Wyld Resurgence (including the willpower to heal the Aggravated damage. The Bronze Labrys can store up to five points of Gnosis, which its wielder may tap as a free action, to use as she sees fit; she can also invest her own Gnosis into the Bronze Labrys to replenish energy that she has spent. Lastly, once per day the Fury wielding the Bronze Labrys may use it to cut through up to a three-foot depth of almost any inanimate substance; doing so, she can dig a human-sized hole
Threefold Axe
Gnosis 7
Restricted to Night Claws to start.
The culmination of Night Claw smithing skill is the threefold axe, a weapon crafted to be useful against fae, shapeshifters and undead. Each one is forged of a blend of cold iron, silver and gold - a technique that would be all but impossible without the rites of forging and spiritual assistance. The resulting alloy is spiritually hardened. Because the alloy dilutes the purity of each metal (thus, the damage it inflicts on werewolves is not truly "silver damage," and therefore not unsoakable). However, the spirits within charge the power of each metal, giving the axe the power of each metal's mystical affinity.
Threefold axes does 3 aggravated damage; this damage can be soaked if the target is capable of soaking aggravated damage.
The fetish is treated as an axe in combat with 2 weapon traits chosen at the fetishes creation as well as the Cold Iron, Strange Composition: Gold, and Silver traits which do not count against the normal trait limits.
To properly finish a three-fold axe, the smith must bind an earth-spirit, a solar spirit of some kind, and a lunar spirit into the axe. Convincing the three spirits to coexist is almost as difficult a process as forging the axe in the first place, but the triple mystical power of sun, moon and earth is hard to deny.
Assassin's Klaive
Gnosis 5
The weapon of choice for Theurges who need to see a rival eliminated, these bone-colored blades are also used to quickly and quietly destroy those that prove to be difficult to attack directly. Sleek and deadly, assassin's klaives are easily hidden underneath clothing, and are quite innocuous if observers don't know what to look for.
The snake-spirit within the klaive allows the possessor to expend a point of Gnosis to activate one of the following abilities: surround himself with an aura of absolute silence for a scene (Gain a +4 on Stealth Tests), mask his scent for one hour, or eradicate his footprints while he walks for one day (+4 on Streetwise or Survival test to not be followed). The blade is not actually silver, but inflicts 2 aggravated damage.
The fetish is treated as an knife in combat with the 2 weapon traits chosen at the fetishes creation.
Owl Talon D'siah
Gnosis 7
Restricted to Silent Striders to start.
Only two of these ancient flint blades are known to exist. The curved blade is carved to resemble not the crescent moon, but the clutching talons of an owl. The Owl Talon has all the qualities of the standard fetish d'siah above but does an additional damage. In addition a second spirit, that of a desert owl, is bound to the blade; when the knife is activated to drain Gnosis after a successful strike, the owl-spirit snatches the energy up and channels it to the wielder, who adds it to his temporary Gnosis. The wielder's Gnosis may never exceed his permanent rating in this manner. Also, the wielder may activate the fetish after a successful blow against an Egyptian vampire. If successful, two blood points are drained from the vampire and converted into Gnosis for the d'siah's wielder. This Gnosis is dark and unnatural, and may push the werewolf into frenzy -- as long as the character has the tainted Gnosis in his pool, his difficulties to frenzy are reduced by one per point of tainted Gnosis. Once the affected points of Gnosis are spent, the Garou's frenzy difficulties return to normal.
The fetish is treated as a knife in combat with 2 weapon traits chosen at the fetishes creation as well as the Silver trait that does not count against trait limits.
HST
o νομίζετε ότι ο Θεός μένει στον παράδεισο γιατί και αυτός ζει με φόβο για αυτό που έχει δημιουργήσει - Romero
o νομίζετε ότι ο Θεός μένει στον παράδεισο γιατί και αυτός ζει με φόβο για αυτό που έχει δημιουργήσει - Romero