While the Elodoth are masters of spiritual negotiation, they rely less on fetishes. Convincing a spirit to imprison itself in an item to grant a Forsaken werewolf a measure of its power is a lot easier with the threat of force, and that's sometime that many Elodoth prefer to leave to Ithaeur. A few persevere, and the items they craft remain with them for life. After all, to one of these werewolves, the spirit made a deal with her, not any other werewolf.
Elodoth Fetishes[]
Salmon’s Wisdom (Talen)[1]: This ancient talen is said to hail from an Elodoth in Ireland. It is made from salmon eggs, stored in a small vial. When eaten, they give the Uratha +2 on all rolls involving Wits for three turns.
Durability 1, Size 0, Structure 1
Action: Instant
Farseer[2]: Most Farseers don't look like much: two pieces of broken mirror, one much larger than the other. Their lack of decoration doesn't mean they're not useful: activating the fetish and focusing on the larger mirror, a werewolf can see the area around the smaller one as if looking from about five yards overhead. Many Elodoth use Farseers, though not often; using it is a sign that the werewolf doesn't trust his target. Often, that's justified. To other Elodoth, justification is no excuse. Sitting in judgment over other werewolves isn't an easy task, and a Half Moon needs other Uratha to trust him; something they have a harder time doing if they suspect he's going to spy on them. Focusing on the image requires the user's full concentration, and he forfeits his Defense against any attacks if in combat. Some Elodoth bind spirits of vigilance into their Farseers, while others bind spirits of animals noted for their stealth. Some Iron Masters and Ghost Wolves go so far as to use the spirits of security cameras. The werewolf must convince the spirit to enter the mirror and then smash it, keeping hold of the largest fragment, and another at least an inch across. Planting the smaller shard on an unsuspecting target may require a Dexterity + Larceny roll to remain undetected.
Action: Instant
Kanruth’s Eye[3]: First developed by the revered Elodoth of the same name, this ring is always, adorned with an eye-shaped stone. When activated, it adds +2 to all Wits rolls for the next minute; it can be used once per scene. A cat-spirit empowers this fetish.
Durability 1 (reinforced to 2), Size 0, Structure 2
Action: Instant
Badge of Honor[4]: Werewolves know that Elodoth hold to tenets of honor, but humans remain ignorant of the renown handed down to werewolves. Often, this is a blessing - allowing a pack of werewolves to hide in human skins. Other times, it's a punishment, as the Uratha cannot fall back on his reputation as a judge or diplomat when dealing with normal people. Humans may know him as fair (or as a shady bastard), but they'll never know the depth of his honor. The Badge of Honor is a small trinket, a stone or disc of metal painted with glyphs depicting the werewolf's deeds. She must convince a spirit of honor or nobility to inhabit the badge - one of the Elunim would be far too fickle for a relatively delicate fetish. Activating the Badge gives her a pool of points equal to her Honor Renown. Spending a point provides a +1 modifier to all Empathy, Persuasion and Socialize rolls for the rest of the scene when dealing with normal humans. Her player can spend as many points on one roll as she likes, but the fetish can only be activated once per day and any points left in the pool at the end of the day are lost.
Action: Instant
Oath Hood[5]: An Elodoth developed this black leather hood for his assumed role of executioner. When fighting werewolves whom the Elodoth has judged guilty of oathbreaking, this powerful fetish adds +2 to the Uratha's Defense and adds two temporary Health levels for the scene. Should the Uratha's judgment prove to be in error, the fetish ceases to function until the fetish's owner performs Rites of Contrition for the victim of the attack and the fetish. A fetish makers uses a vengeance - or dog - spirit for this fetish.
Durability 1 (reinforced to 2), Size 2, Structure 4
Action: Instant
Trade-Off[6]: The true nature of the Half Moon is balance, the perilous edge between light and darkness. An Elodoth who convinces a spirit to power a Trade-Off can shift the balance of her own body. A Trade-Off is a pair of six-inch spikes. Some werewolves bind spirits of steel or other alloys, while others prefer more traditional horn or bone. The werewolf must thread the spikes through his skin to activate the fetish, taking a point of lethal damage. That damage cannot be healed while the Trade-Off remains in place. Once activated, the werewolf must name one group of traits: Power, Finesses or Resistance. All rolls using an Attribute in that group gain a +3 bonus. Rolls using Attributes from other groups suffer a -1 penalty. These bonuses apply for as long as the spikes remain in the werewolf. The modifiers provided by the fetish don't apply to derived values - a bonus to Finesse Attributes doesn't affect a werewolf's Defense. When a roll involves two Attributes, only the highest modifier applies: when rolling Wits + Composure for perception, the roll gains a +3 bonus if the user has selected to boost Finesse or Resistance Attributes, or a -1 penalty if she'd chosen to increase Power Attributes. Likewise, a character who boosted Resistance Attributes would only add +3 to a Resolve + Composure roll to shake off mental influence. Spirits of balance and edges - including the spirits of ceremonial blades - can power the Trade-Off.
Action: Instant
Band of Restraint[7]: Being a werewolf means building a life around burning Rage. Uratha who face their foes may fall to dread Kuruth, the Death Rage, but any situation can provoke the beast within. A couple of pool-sharks who try shaking the werewolf down in a crowded bar can send her over the edge, as can someone holding a gun to her child's head. Even werewolves with high Harmony feel the fires burning within. Perhaps her husband reveals that he's joined a werewolf-hunting conspiracy by pointing a shotgun at her chest. Whatever the case, sometimes the threat of Kuruth is too great. In combat, perhaps it can be excused, but not outside. A Band of Restraint is a woven band, threaded through with the werewolf's hair and decorated with Half Moons, scales, shackles, and chains: symbols of balance tempered with restraint. A werewolf has to activate a Band of Restraint in a short period of meditation when he remembers all the times people have pushed him to the edge, whether he went over or not. Once that's done and the fetish is activated, the character adds four points to his Harmony when determining what events outside of combat will provoke Kuruth, as shown on the table on p. 174 of Werewolf: The Forsaken; note that if the werewolf's adjusted Harmony is above 10, he cannot be provoked to Death Rage. The Fetish's effects last until the moon next sets. Spirits of chains or bindweed - those that restrain and entangle - can power a Band of Restraint.
Action: Extended (15 successes required; each roll represents 5 minutes)
Dead Zone[8]: A Dead Zone is a truly nasty fetish, something that most werewolves wouldn't go near. Only the most skilled Elodoth can convince a spirit to lend its power to strengthening the wall between worlds, and only a foolish Uratha would want to create one in the first place. But when fighting a pack of Pure with many spiritual allies, or enacting a punishment on a powerful Ithaeur, sometimes a Half Moon wants to remind people that the dark side of the moon hides truly dirty tactics. A Dead Zone is a sharpened bone taken from an honorable man. Driving the bone into the ground activates the fetish. The spirit world grows distant in a radius of twice his Harmony. Loci in the area seal up temporarily, and spirit magic becomes harder to use. All Gifts and rites used in the area of a Dead Zone require an extra two points of Essence to use. A werewolf cannot gain Essence in the presence of a Dead Zone, and a spirit in Twilight must spend Essence each minute, rather than each hour (per the Gauntlet Breach Numen, Werewolf: The Forsaken p. 277). The nullifying effect lasts until the end of the scene. Spider-spirits and spirits of order can power a Dead Zone, and rumor has it that some Azlu know how to make items that work in the same way.
Action: Instant
References[]
- WTF: Signs of the Moon, p. 106-107
- WTF: Lore of the Forsaken, p. 150-153
- ↑ WTF: Lore of the Forsaken, p. 151
- ↑ WTF: Signs of the Moon, p. 106
- ↑ WTF: Lore of the Forsaken, p. 151
- ↑ WTF: Signs of the Moon, p. 106
- ↑ WTF: Lore of the Forsaken, p. 152
- ↑ WTF: Signs of the Moon, p. 107
- ↑ WTF: Signs of the Moon, p. 107
- ↑ WTF: Signs of the Moon, p. 107