Tribal Fetishes are fetishes associated with a specific tribe of Garou.
Overview[]
Tribal Fetishes are probably the most jealously guarded of the various sorts, as they are as much links between tribemates that reinforce their tribal society as they are spirit tools. Again, a werewolf might lend a tribal fetish temporarily to a packmate of a different tribe in times of need, but the practice is frowned upon. Werewolves take pride in their tribes, and in the unbroken chain between ancestors and descendants. Keeping tribal fetishes in the tribe's hands is simply a manner of showing the proper respect. Obviously, only under remarkable circumstances should a Fera have a fetish that closely mimics a Garou tribal fetish.
For Tribal Talens, see Talens here.
Black Furies[]
Black Furies fetishes are some of the most elegant and simple throughout the Garou Nation. Pursuing the complicated and intricate is a hallmark of the Namer (Weaver), and the staunchest defenders of the Wyld prefer their fetishes to mirror the Wyld's own ways. As a result, fetishes are often left as close to nature as can be done - Nature keeps her own intricate mysteries, and the Furies are not nearly so arrogant as to assume they can do better. However, these fetishes that are clearly made on the forge or potter's wheel are typically designed to be function and aesthetically pleasing in equal measure; an amphora or labrys fetish is often a work of art in its own right.
One curious habit among the Furies is the practice of binding two or even three spirits of the same kind into the same fetish. While this has no demonstrated benefit above binding a single spirit of the same power, such multi-spirit fetishes have been with the tribe since before they can remember. Younger Theurges sometimes argue that single-spirit fetishes are the domain of men; Women are plural rather than singular. Older and wiser women observe that such arguments are the product of very recent feminist thought, and suggest they look deeper for the true reasons.
Taboos in Black Fury fetishes often relate to the three age roles of maiden, mother and crone. Most commonly the spirits request to be only handled by crones, though some also go the other way and demand to only be held by maidens or mothers.
See Torcs for additional fetishes for use.
- Elzbeth "Grinder" Avant: Armlet of Spirit Confinement - This fetish can trap and hold any lesser spirit; the possessor may release the spirit at any time, but the spirit must obey on command if released.
- Artemis' Fetishes: Cloak, Salve, Bridle, Loom, Bow - Entrusted to the First Daughters by Artemis. Five objects that defined the Daughter's purpose and carried great magical power. The Inner Calyx reputedly guards these legendary artifacts. Some say the objects were either broken or stolen. The Inner Calyx has not answered any questions regarding the status of the artifacts. The items are reputed to the following powers: The Cloak confounds the eye of man, the Salve heals wounds, the Bridle reins in the Wyld (or possibly inhibits a frenzy) in a Garou, the Loom weaves tapestries of wisdom and the Bow strikes down the foes of Nature.
- Axe of the Matriarch - The Black Furies created this weapon to be a symbol of feminine power and authority. It is a six foot long, two-handed axe with roses carved along the entire length of the haft. When wielded in combat by a Black Fury, the axe screams a blood-curdling cry as it cuts the air. It silences upon impact. The axe steals virility from its male victims to feed its wielder: for every point of damage inflicted (not soaked), the victim loses a dot of Strength. This Strength is added to the wielder's Willpower points for the duration of the battle. The damage delivered by this weapon is also aggravated. Needless to say, men quake in fear when this weapon is on the field.
- Fertility Charms - Level 1, Gnosis 2 - Many different sorts of fertility charms exist; the labrys itself is considered to be a fertility symbol by many. Others include a stylized woman's body, such as the Venus of Willendorf; catseyes or simply stone or wooden cat pendants; eggs; frogs, the lotus; and many others. Furies bind spirits of particularly fertile animals (rabbits, cats, frogs) into these charms and in so doing create a spit of magic that increases a woman's chance of conceiving healthy young. Fertility charms work just as well on female Garou or wolf as they do on a human, though they do not improve the mother's chance of conceiving a Garou child. And of course, none of them work on metis. Some more powerful versions of these charms also improve the mother's health through the pregnancy, increasing her chances of surviving it and living it to raise her child. Garou rarely need such assistance, and modern medicine does a moderately good job of caring for humans, so these sorts of charms are slowly disappearing. Fertility charms have no game effect; the results of sexual encounters are better left in the hands of the Storyteller than a roll of the dice.
- Quiver of Silvered Arrows - Level 2, 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 Fenris 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 for the purposes of binding. The arrows themselves do an additional die of damage (thus, 5 for shortbows and 6 for longbows), and that damage is silver, unsoakable by Garou without special Gifts or armor. These fetishes typically contain Lunes.
- Bowl of Blood - Level 2, Gnosis 6 - The Furies, as seen in Roman and Greek mythology, were the pursuers of sin. Apart from a slight change in focus, the Black Furies would agree strongly with this assessment - they are the hounds upon the heels of those who would sin against women. This makes them just to a degree, but it does not make them kind for a moment. The Bowl is used to collect the blood of a target they believe is lying about important information. The fetish is activated as the victim is cut and blood flows into the Bowl. This cut must do at least one level of lethal or aggravated damage, and each time the blood must come from a new cut. As the blood fills the Bowl, the victim is asked a single question. If they tell the truth, their blood will flow innocent and red into the Bowl. Should they tell falsehood, however, then the blood will become black as it hits the surface, showing their guilt. It is possible, though very difficult, to fool the Bowl. Partial truths can confuse it, and carefully worded sentences can conceal valuable information. To attempt to fool the Bowl, the victim must roll Intelligence + Subterfuge (difficulty 8). As the interrogation continues and more blood is lost, however, mental capacities decline and almost inevitably all information is surrendered. Almost all who are subjected to a Bowl of Blood die from their wounds. The Bowl of Blood is made from copper, decorated with either glyphs or elegant drawings, and is bound with a seawater spirit.
- Coin Reader - Level 3, Gnosis 3 - The Sisterhood first developed fetishes of this nature as early as the sixteenth century; the fetish tracks money backward, to see who owned it previously. Early versions of this fetish are pairs of scales with a quill pen and inkwell; a coin is placed on one side of the scales and the pen leaps up and writes the names of the last seven people who touched it. More modern versions of the fetish have a small platter and a receipt-style printer, but the effect is the same - and note that all versions of these fetishes can track paper money as easily they do coinage. Electronic transfers, being purely in the realm of the Weaver, cannot be tacked with this fetish. This fetish was first created when a Sisterhood pack found itself to be receiving a great deal of Wyrm-tainted coinage; they had no easy way to track the money backward, and found that they inadvertently intimidated shopkeepers they interrogated. Certain Gifts and Wyrm-powers can conceal past owner's identities. Rumors abound of a version of this fetish that continues to track coins for a few days after they leave the fetish; they write out names as the coin goes from owner to owner for a week or so. Such a fetish would surely have a higher Gnosis requirement than that of an "ordinary" coin reader. These fetishes are crafted by binding spirits of avarice.
- Bow of Artemis - Level 3, Gnosis 5 - A Bow of Artemis is usable only by a Maiden Black Fury. It is the perfect hunting bow, giving its wielder +4 dice to her Survival dice pools when using it to hunt for food. In battle, it grants its wielder +2 dice to her Archery dice pool, and causes those arrows that strike their targets to do two extra dice of lethal damage. The bow is crafted by binding any spirit of Pegasus' brood within.
- Alani Astarte: Luna's Gossamer Thread - Level 3, Gnosis 5 - A small spool of silver thread which can be tied as a tripwire before the entrance to a caern. The thread will split when any omen of danger threatens the caern or sept. It is then up to the Theurges to divine just what the danger is and send out a pack to divert it.
- Pandora's Box - Level 3, Gnosis 6 - In ancient myth, Pandora had a box of the ills of mankind; as she was unstoppably curious, she did open it and they were released to hassle humanity for all time. This fetish is ironically named for that woman, though it can be used both to trap and release Banes - the ills of mankind embodied. The box can hold up to ten Wyrm-spirits at a time. To trap a spirit, the Fury bound to the Box must point its keyhole at the spirit and speak a command word in ancient Greek. The box then rolls its Gnosis in a contest against the spirit's current Rage; the target is 6 for both Box and Bane. If the Box gets more successes, the Bane is trapped; if the Bane gets as many or more successes, it is free and Pandora's Box cannot be used on it again that day. If, for some reason, the fury wishes to let one or more Banes free, she needs only to open the lid of Pandora's Box. She must make a Wits roll and achieve 3 successes in order to release just one Bane; fewer than 3 successes means that extra Banes escape, one per success. A botch on this roll frees all the Banes in the box. If she gets the 3 successes, the one Bane that escapes will be the one that has been in the Box for the longest. This fetish is made by binding any spirit with entrapment powers withing; usually spider-spirits or spirits of crafts are preferred.
- Lion Skin - Level 3, Gnosis 8 - Prospective researchers of fetishes often look for "enchanted objects" within human cultures. Sometimes these objects are genuine fetishes whose legend was somehow discovered and incorporated into human legends. And even if it wasn't, it can give the fetish maker ideas. Nobody's quite sure if the Lion Skin influenced Greek myth or was influenced by Greek myth; the Black Furies stridently claim they had it before a certain wife and child-murdering imbecile who didn't know his place did. But most who own one of these devices don't care, and are simply grateful for the protection it affords them. Like the pelt of the legendary Nemean Lion, spears or arrows cannot pierce this hide. (Or swords, or bullets, or small explosions.) Unlike the Herculean myth and despite its name, the pelt does not actually need to be from a lion; any predatory mammal's fur will do. However, since most Garou are understandably reluctant to use a wolf's pelt, most end up using big cat pelts anyway. For obvious reasons, it is inadvisable to wear one of these when meeting with the Bastet. Some Garou have tried using other animals such as bears, but this presents equally obvious problems elsewhere. The pelt is imbued with a rock or steel-spirit. When activated, it doubles the wearer's soak total for that turn.
- Sept of Bygone Visions: Bathory's Chalice - Level 4, Gnosis 7 - An iron chalice, with a delicate stem and intricate filigree. Rumored to have belonged to the legendary vampiress, Elizbeth Bathory, this fetish confers a year of lasting youth to whoever drinks from it. However, it must be filled with the blood of a virgin.
- Iona Kinslayer: Mask of the Rite - Level 4, Gnosis 7 - A large Greek ceremonial mask that grants an extra level of Leadership, adds two points to Charisma, and amplifies the user's voice so that everyone within 50 feet may understand her slightest whisper.
- Sabrina "Walks-the-Worlds" Jameson: Umbral Compass - Level 4, Gnosis 7 - The silver orb contains an arrow that can point in any direction. When activated within the Umbra, the Theurge speaks the location they wish to travel to, and the arrow leads tem inthe direction of their goal. Does not always give the safest or fastest route, though will eventually lead them to the location. Effect lasts for one week once activated, as perceived by the Theurge. Each Umbral Compass is a rarity, requiring the binding of the spirit of a Theurge who died in the Umbra.
- Lash of the Furies - Level 4, Gnosis 8 - These whips are ancient barbed cats o' nine tails. They are alleged to have been cut from the intestines of a great Wyrm-creature, though some suggest that it might have been the Nemean Lion. This is only likely because the Lion was emphatically a chthonic creature of earth defeated by the male god Heracles, and using its innards as a pain fetish suits the ironic nature of a Fury Crone. These whips are used for punishment or even torture, not combat. A hit from one of the Lashes - only five exist - does Strength +3 aggravated damage, with a soak difficulty of 9. Wounds from the Lash leave permanent scars; Furies can make a Perception + Occult roll, difficulty 8 to attempt to recognize the distinctive scars the Lash makes - two successes are necessary for this. Spirits inside the Lash ferret out the target's guilty secrets on a successful hit, and relay this information to the Fury using the whip unless the target rolls more Willpower successes (at a difficulty of 9) than he took wound levels. The Lash of the Furies is not solely used on Wyrm-creatures; it has been used on intransigent Garou of other tribes, but those Garou are rarely allowed to return alive to their tribemates. It is known that Kelonoke Wildhair has a Lash of the Furies in her possession, and that its tender caresses are the least of the agonies that a male Garou who sets foot near the Furies' home caern will feel.
- Kula Wiseblood: Wyld Bag - Level 4, Gnosis 9 - This is a cloth sack containing a Lesser Wyldling who is deep in slumber. When the bag is untied, it awakens and rages out of the bag, attacking anyone toward whom the bag is opened.
- Jesal Voice-of-the-Sands: Veil of Gentle Words - Level 5, Gnosis 6 - This veil resembles a normal veil worn by many Middle Eastern women. When activated, however, it blocks out the effect of the Curse for one hour per success. During this time, the veil can also simulate the effects of the Gift: Blissful Ignorance on command.
- Tatiana: Stone of Luna - Level 5, Gnosis 7 - This fetish is a moonstone in which a Yua Hua spirit is bound - see the Appendix for stats. When activated, the markings on the stone will rise off, forming a small shimmering ribbon of light with a blue and gold aura. The Yua Hua will then open a Moon Bridge to a destination from two to fifty miles away. The Bridge usually exits in a copse of trees. Since this fetish relies on a Gaffling of Luna, it is susceptible to lunar madness. During the new moon, this fetish should be activated with extreme caution, for there is a 60% chance that it will open the Bridge to a Wyrm-tainted location.
- Labrys
- Amazon's Labrys - Level 3, Gnosis 6 - In addition to doing Strength +4 in aggravated damage, this double-headed axe can invoke the Ahroun Gift Spirit of the Fray when used by a Black Fury, regardless of her Auspice. The wielder must spend the normal cost to use this Gift: one or more Gnosis point(s) per turn. This axe howls like a banshee when used in combat against male foes.
- Labrys - Level 3, 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, it inflicts aggravated damage, not lethal.
- Labrys of Isthmene - Level 4, Gnosis 7 - The Labrys of Isthmene is not a unique item; instead, it is a general name for any fetish labrys dedicated to Isthmene, the Gorgon of battle. The most common variety of this fetish inflicts its Strength + 4 dice of damage as aggravated wounds rather than lethal, and allows the wielder to channel the Gift: Spirit of the Fray by spending Gnosis just as if she knew that Gift. A Labrys of Isthmene cannot be used by male Garou of any tribe; it takes an extra point of Gnosis for a female of a tribe other than the Black Furies to attune to it.
- Bronze Labrys - Level 5, Gnosis 7 - The oldest weapons of the Black Furies stem from the tribe's Golden Age, in Athens during the days after the Trojan War. During that time, they acted as arbiters of justice within the city, to the dismay of lawbreakers throughout Athens. A few fetishes remain with the tribe from those ancient days; accordingly, they are fashioned out of bronze, as were most weapons and armor of the day. The Bronze Labrys is intended as a sample fetish of this sort; Storytellers and players are encouraged to create their own ancient fetish weapon to fit their chronicle's backstory. The Bronze Labrys does Strength + 5 dice of aggravated damage; additionally, it moves under the influence of the Gorgons' spirit invested into it, and gives its wielder a free Block maneuver each turn of combat, at no multi-action penalty. 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 fir; 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.
Black Spiral Dancers[]
See Wyrm Fetishes.
Bone Gnawers[]
Only one word can be used to describe Bone Gnawer fetishes: quirky. Not eclectic, nor even strange, but quirky. This doesn't suggest they're meaningless, in fact the very opposite is true. The Bone Gnawers find delight in taking the forgotten and once meaningful and then re-imbuing it with meaning (and a spirit in the process.) and old discarded toy, and old thrown-away tumbler with some faded cultural icon - these are the things the Bone Gnawers love to take and make their own.
Thye may not be as elegant as a Black Fury fetish nor as proud as a Silver Fang's, but they work. And to the Bone Gnawers, that's all that counts.
- Father Noah: The Ark - The Ark is supposedly a powerful fetish. It has numerous spirits bound to it, but whether or not it does anything is highly questionable.
- Black Ball - An (eight-ball from a pool table) fetish associated with the Rite of Punishment, Rite of the Black Ball.
- Rusty's Shiv - Bone Gnawer Fang Dagger, named example from Hammer & Klaive.
- Ivan's Molotov - Level 1, Gnosis 5 - The first fetish of this kind was crafted by Ivan Ivanovich, an infamous Theurge of the Sept of the People's Will in Moscow. It is a flask containing a flammable liquid ideal for thrown projectiles. When activated, it can fill up a small flash with a clear, odorless fluid. Ivan's Molotov can fill three other flasks before it must be "refilled". Sticking a cloth in the neck of the bottle prepares it for battle. When the bottle is thrown (Dexterity + Athletics), the object smashes into receives five dice of aggravated damage. A burst of flame and broken glass then burn and shred anything within three yards of this target, inflicting three dice of aggravated damage. Bottles filled with Ivan's Molotov must be hurled one at a time, however. If two of these bottles land within five yards of each other, they detonate with a loud bang, produce a cloud of smoke, and fizzle out without inflicting any damage at all. If the flask filled with Ivan's Molotov runs dry, the owner can mediate over it, usually by contemplating the last riot, protest or urban upheaval he witnessed. The owner rolls Wits + Enigmas (difficulty 6) and spends one Gnosis to refill the fetish.
- The Lost Keyring - Level 1, Gnosis 5 - The Garou with this device owns hundreds of keys attached to a six-inch steel ring. By activating the fetish, a Garou can evaluate the complexity of locks on a door, window, or other barrier directly in front of him. For mechanic-minded players, the Storyteller can rate this complexity on a scale of 1 to 5. Overcoming the locks then requires a Perception + Repair roll against a difficulty of (5 + the lock's complexity). Even one success shows that the Garou has found the right key to jimmy the lock. Unless the key is used immediately, however, the user's fumbling hand loses it within a few rounds. This fetish works remarkably like the Gift: Open Seal, but in the same fashion, it won't protect against security systems, motion sensors, or electronic alarms on the lock.
- The Whole Gym Bag - Level 1, Gnosis 5 - This battered satchel holds a mass of objects up to twice the actual size of the bag - a perfect fetish for any collection of Junk, Stuff, and Loot. Furthermore, the bag itself, including all its contents, count as one item when it is "dedicated" to the Garou. The Gym Bag appears as a stripe of fur (representing the shoulder strap) when the Garou changes to Crinos form. It disappears completely when the character is in Hispo or Lupus form. There are limits, however, on what objects can stay inside when the Garou shifts. Because of the Wyld energy within it, it cannot contain complex examples of the Weaver's handiwork: namely, guns and other weapons or working technological items. Gym Bags can't contain other smaller Gym Bags (sorry!), nor can they be expanded with the Rite of the Shopping Cart. In other words, if you need to carry a shotgun or a laptop (urrah!), you should dedicate it separately. By contrast, broken or nonfunctional bits of technology (that is, Junk) can easily be carried. If these conditions are not met, the bag drops to the ground and spills its contents when the Garou shifts out of Homid or Glabro form.
- Bone Juice: Images of the Lost - Level 1, Gnosis 6 - This is an old, battered milk carton with pictures of missing children on it. When activated, the carton shows the location of the person the fetish holder is thinking of. It will simply show the image; the fetish holder has to recognize the place himself. Bone Juice hides this fetish from others, as he is planning to use it to find meals.
- Mother Pasta: Bowl of Perpetual Pasta - Level 2, Gnosis 4 - This chipped china bowl fills magically with pasta when the name of the desired dish is spoken and a fetish activation roll is successful. The resulting pasta is always slightly over-cooked.
- Chuck Rock - Level 2, Gnosis 4 - This is a rock from a demolished ghetto building. Its inherent Rage causes it to become a deadly weapon when thrown. By spending one Rage point and throwing it (Dexterity + Athletics; difficulty 5), the rock will do five dice plus the number of attack successes of damage. The rock is tough and will not break.
- Rover's Whistle - Level 2, Gnosis 4/5 - Humans can't hear this fetish, but Garou can. When activated with a Gnosis roll and a good solid blow, the whistle alerts all Garou within a city block, 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.) If the user has the Kinfolk Background, he can also summon nearby Kinfolk by blowing the whistle with Charisma + leadership (difficulty 5); each success can alert one of the Garou's Kinfolk if they're in the area. 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 roll (difficulty 6), the fetish alerts all the street dogs in the neighborhood; actually summoning or manipulating them requires further Charisma + Animal Ken rolls. A few Masters of the Rite in urban caerns have quested specifically for this fetish, so that they can summon septs without alerting their human neighbors. Such a worthy hero proudly wears this treasure on a chain around his neck.
- Gaia's Big Thumb - Level 2, Gnosis 5 - This fetish looks like an oversized, mummified human thumb. By activating the fetish and rolling Perception + Streetwise (difficulty 8), the Garou can flag down passing transportation. Whether or not the transportation is going in an appropriate direction is another thing altogether, and depends on the number of successes: five successes indicate that the driver is willing to take the Garou all the way to his destination, while one success may require considerable detours and delays. This fetish does not protect the Garou once he is actually in the company of strangers.
- Australian Switchblade - Level 2, Gnosis 6 - If you decide to walk around the streets carrying a grand klaive, then you probably need your ass kicked by the police. While no Bone Gnawer is seriously in danger of such a beating, they could really do without the hassle. As such, they have a great love of little weapons that get overlooked when stuffed into a jacket or other pocket. Enter the Australian Switchblade, created by Bone Gnawers in Sydney. Imbued with a lizard-spirit (traditionally a frill-necked lizard, but enterprising Bone Gnawers have proved any old lizard will do), this common-looking switchblade has a nasty surprise when opened - the blade extends out to three or four feet long. When not activated, the Switchblade works as a normal knife, but if activated it acts as a sword. The weapon deals only lethal damage, making it a favorite for dueling other Garou that you don't want to see dead; naturally, it also makes fomori and mundane foes pretty dead as well. Perhaps unfortunately, the Down Under heritage of this weapon and its function has led more than a few Bone Gnawers using it to quip, "That's not a knife..." just one too many times. Most of the tribe agree this is a bad, bad thing.
- Mask of Justice - Level 2, Gnosis 6 - Werewolf justice isn't blind. It has its eyes wide open, unrestrained by law (though sometimes restrained by custom, tradition or elders), and focused heavily upon vengeance. Like the werewolves themselves, their notion of justice is tribal. But it doesn't need to be inaccurate. Based upon the classic image of blind-folded justice, the Bone Gnawers created this fetish for just such reasons. A long strip of gauze dipped in the blood of a murder victim, the Mask of Justice is bound with a spirit of war or Rage. When activated, the fetish allows the wearer to see through the mask, but only the murderer of the victim whose blood it is soaked in appears in full clarity; all other visual input is obscured as is usual for blood-soaked gauze. When activated, the fetish remains activated until the mask is removed.
- Hitching Glove - Level 3, Gnosis 6 - One size fits all - this fetish is a worn glove with extra padding around the thumb. By activating the fetish, the wearer can determine the best place within a city block for hitching a ride. The Garou can flag down a passing ride with a Perception + Stretwise roll (difficulty 8). Whether the ride is headed in the right direction depends on the number of successes. One success denotes numerous detours and delays; the ride doesn't go all the way to the hitchhiker's destination. Five successes indicate that a friendly driver will go out of his way to accommodate his passenger. The roll isn't made until the passenger gets into the vehicle, since a botch indicates a dangerous encounter. Once in the company of the stranger driving the car, the hitchhiker is on his own.
- Honest Rock - Level 3, Gnosis 6 - This dollar bill has a spirit of Truth in it. Under the bill's pyramid is inscribe, "The Truth Will Make You Free" rather than "In God We Trust." By holding the buck (activating it) and showing it to someone, the fetish user can determine (Perception + Alertness; difficulty 6) whether someone is a greedy or cold-hearted person. Bone Gnawer Philodoxes use this fetish as a means to decide whether to accept a newcomer or not.
- Sling Shot: Luna's Sling Shot - Level 3, Gnosis 6 - This unusual fetish allows the bearer to fire missile weapons around corners with a Gnosis Roll, and to cause aggravated damage.
- Michael Atreides: Silver Whip - Level 3, Gnosis 6 - The whip adds one level to Melee and does not cause Gnosis loss. Mother Tamara created the whip for Michael. The grip is made of steel.
- Ever Meal - Level 3, Gnosis 7 - An old favorite among the Bone Gnawers of Central Park, NYC, and often dubbed "The Moldy Grail," the Ever Meal has since been copied in several other major cities throughout the world. Made from a garbage can bound with a spirit of fertility or a prey animal's spirit, (frequently grain or cow-spirits are employed), the Ever Meal isn't carried around and owned by a single Bone Gnawer but is shared by all who use it. Often the spirit in an Ever Meal asks for a taboo requiring a brief prayer before use, to ensure its reputation as something beyond a shared resource. To make use of the Ever Meal, the Bone Gnawer either throws an empty food container into the Ever Meal, or picks up one already put within it. She then activates the fetish, and whichever container she's holding is suddenly refilled. The state of this food is surprisingly good, though always cheap: Drinks are always generic cola, but it's cool and has ice. Burgers tend to be pretty basic, but are nice and hot. The box from an expensive gourmet pizza isn't going to be filled with anything more upscale than a standard delivery supreme, but it's nonetheless quite tasty. Each food package can only be used once in this manner, after it's been refilled one time, it never will be again. Actually making one of these fetishes can be quite an adventure in itself, since the design and implementation of one requires considerable subtlety and cleverness. Simply spraypainting on a few glyphs won't be enough to make a garbage can attractive to spirits, so stealing a garbage can, decorating it in a way that isn't immediately obvious to the enemy, and then returning it to its proper place can all become quite a difficult undertaking.
- Rolled-Up EC Horror - Level 3, Gnosis 7 - A rat, spider or dream-spirit is bound into this fetish, which is an old EC horror comic. Though the better condition it is in the more likely the spirit will enter it, the comic must have been owned, read and loved by an actual human child. Mint "collector's items" simply don't work. The comic is rolled up into a stick and pointed at an enemy to activate. The fetish then fills the target's mind with nightmares of skeletons, murderers and monsters, usually turning the people within his range of vision into the figures of fear. The victim may roll Willpower (difficulty 7) to try and resist, but if he fails he will be unable to tell friend from foe and suffers a -1 difficulty to all actions. Bone Gnawers have also tried using this with old Silver Age superhero comics, which are used to rally on allies and imbue them with strength of will and purpose. These have worked, but have not been as popular as the Rolled-Up EC Horror. A few fallen Gnawers turned Black Spiral Dancer have tried to emulate this success with underground comics focusing on poorly-drawn but heartfelt murder, sadism and misogyny, and even with stapled-together stills of snuff porn, but thankfully these variations have yet to bear fruit.
- Mother Baggy Pants: Stone Bag - Level 4, Gnosis 5 - This battered leather bag has several pockets on the sides. The Stone Bag is not only capable of storing Gnosis, as per the Gnostic Bag, but also packs a mean wallop. The bag itself weighs only as much as a leather bag should, as far as the bearer is concerned, but to anyone attempting to take the bag by force, the weight increases by several thousand pounds. The bag causes 4 extra dice of non-aggravated damage when used as a weapon. Muggers beware.
- Father Machete: Machete - Level 4, Gnosis 6 - The Machete in question grants 1 Rage point per turn, but only for the purpose of attacking with this Fetish. Whether he spends Rage points or not, Father Machete strikes at least twice per round while wielding this massive blade.
- Shakey Mac: Bottlecap of Shakey Mac- Level 4, Gnosis 7 - By spending a Gnosis point, the cap's wielder can invoke an instant Rite of Binding, with the target spirit's Gnosis reduced by four. The fetish's Gnosis may be substituted for the Garou's Willpower.
- Spirit Radio - Level 4, Gnosis 7 - Don't touch that dial... unless you're prepared to deal with the consequences. The spirit radio is a battered little portable that runs off a dead battery. Recharging it at a caern imbues the fetish with enough Gnosis for seven uses. Activating the fetish tunes into the communications of spirits within a city block. Tuning the dial gives a rapid montage announcing all sorts of spiritual activity in the neighborhood. Any Fera or Garou listening can attune to a broadcast (even without the Spirit Speech Gift) and gather what kinds of spirits are nearby. This sounds like squealing or static to everyone else listening. Each attuned listener gets his own image of what the sprits are like, but identifying them precisely requires a Wits + occult roll (difficulty &). The user can then tune into any one spirit within range, hearing a report on what the spirit senses and encounters for up to one scene. If the user has any "requests," the spirit radio reduces the difficulty of calling the spirit (with a Summoning Rite) by 2.
- Susie's Dollar - Level 4, Gnosis 8 - This coin magically changes for a limited time into one bill of variable denomination. The fetish can also be commanded to return to its owner (the one who activated it) from a distance. A Gnosis roll is required to activate either power. When the time limit expires (From either five minutes or up to one month), the coin reverts to its original state and is easily lost in a pile of quarters.
- Umbral CB - Level 5, Gnosis 8 - Ripped from the dashboard of an eighteen wheeler, this citizen band radio has been invested with powerful mojo. It won't pick up Transmissons in the physical world, but it can tune in to any one Garou in the Umbra. Typically, powerful Theurges in the Deserters camp craft Umbral CB's. Before the werewolf begins his Umbral quest, he places his hand on the radio's casing. The owner of the fetish can then find the right channel to keep in touch with the Umbral traveler. No matter where the traveler ventures in the Penumbra, the owner of the fetish can hear his voice and broadcast transmissions. If the traveler crosses into the Near Umbra, another activation roll at a +1 difficulty is required to maintain contact. If the Umbral wanderer ventures into the Deep Umbra, an additional activation roll is required at a +3 difficulty. Using the Umbral CB requires a few sacred phrases to converse with the distant Garou. The owner of the fetish initiates conversation by grabbing the microphone and formally hailing his erstwhile companion beyond the velvet shadow of the Gauntlet. ("Breaker, breaker, Piss-in-the-Wind, come back?") A brief exchange of cosmological lore establishes where the traveler is in the spirit realm ("That's a big 10-4. What's your 10-20, over?") Separated by the cruel division of flesh and spirit, the Garou then take turns speaking, poetically acknowledging the distance between them by ending each exchange with sacred phrases (namely, the words "come back" and "over"). Either Garou may sever this mystic link with the proper incantation. ("10-4, over and out.")
Bunyip/Jindabyne Council's Ngalyod Pack[]
The members of the Ngalyod Pack are named in honor of Ngalyod, the great totem spirit of the Bunyip. Its existence symbolizes the role of the Bunyip as guardians of the land, a role the Jindabyne Council has inherited by default.
Members of the Ngalyod Pack traditionally carry fetishes, made many years ago by a powerful Theurge, as a sign of their authority. In addition, various Bunyip fetishes are ritually passed from pack to pack.
- Narran-Ngemba Sticks - Level 2, Gnosis 5 - These two simple sticks, when tapped together, rhythmically drown out other sounds. Supernatural Gifts and abilities that must be heard to be effective are useless while these sticks are being played.
- The Shield of Kurburu - Level 2, Gnosis 6 - This bark shield allows its bearer to seem mor impressive and threatening while it is carried, adding two points to her Expression, Intimidation and Leadership.
- Bulun-Bulun's Spear - Level 4, Gnosis 4 - Fashioned from the wood of the ironbark tree, this speat inflicts aggravated damage upon its target. In addition, Materialized spirits struck by the spear will be thrown back into the Umbra and must spend their Power cost to use the Materialize Charm again.
- Djarada's Heart - Level 4, Gnosis 6 - This small lump of fossilized sap is blood-colored and vaguely heart-shaped. It is kept wrapped in a cord of possum-fur. When tightly held, it increases the bearer's Empathy and Appearance by two, making him desirable to all, regardless of age or sexual preference. It also heals aggravated damage when passed across a wound, at the cost of one Gnosis point per level.
- A Nameless Stone - Level unknown, Gnosis unknown - This flat, fist-sized stone is of an unknown rock. Its smooth face is carved on one side with a representation of the Rainbow Serpent. Its origin and purpose are mysteries, but tradition demands that it be carried by the Ngalyod Pack at all times.
Children of Gaia[]
Once of the profound ironies in the tribe of unity is how fractured and varied each Child of Gaia sept rends to be. Their emphasis on tolerance for difference means that each sept interprets culture and cultural rules differently, and that includes the material culture.
The most liberal septs embrace a communal attitude to fetishes, keeping them in the trust of the elders and giving them to anyone that asks. While some of these communities have enjoyed success, more find the situation becomes unworkable quickly. Merely being loaned is an offense to many spirits - a society dedicated to such sharing had better include a lot of rites to praise their fetishes if they want to keep them happy.
In other septs, Children of Gaia make fetishes into a symbol of growth for their warriors. Frequently, fetishes are made to reward those who advance in rank. A condition of gaining the rank involves finding someone worthy of their old fetishes, and then making convincing the spirits to go along willingly to new owners. In so doing, a bond of unity is created not only between individual Garou, but also between werewolves and spirits. Of course, such a policy is a costly one in terms of spiritual resources, so only the most privileged septs manage to deliver on this ideal.
- Kimberly “Daytripper” Myers: Belt of Banshee’s Hair - Slows the aging process by half as long as one wears it.
- Pipe of Gaia - An example of a Peace Pipe displayed in Tribebook: Children of Gaia.
- Gentle Brook: Talisman of the Cat - Allows the ability to turn into an ordinary house cat for three times a day.
- Exalted-of-Gaia: Fetish of Office - Level 1, Gnosis 4 - Allows the wielder to communicate directly with the caern's totem.
- Dice of Challenge - Level 1, Gnosis 5 - This is a pair of dice carved from amber or bone and inlaid with mother-of-pearl, malachite, etc. Philodox use these dice to settle disputes when the Garou at odds will not agree to their judgement. An Ancestor who judged fairly must animate this fetish. The judge brings out the dice and allows both disputants to handle them, then prays to Gaia to resolve the issue, spending one Gnosis for each Garou involved in the quarrel. He then allows the disputants to roll the dice. The Garou whose cause is "right" (as Unicorn would define it), if either disputant counts, will always win; if either disputant counts, will always win; if both disputants have equally just causes, the dice always come up tied.
- Peace Pipe - Level 1, Gnosis 5 - The Uktena and Wendigo were not the first Garou to turn a peace pipe into a fetish - that particular idea apparently occurred first to the Children of Gaia. In construction, the Peace Pipe is fairly easily made. It is a simple wooden smoking pipe, carved with three glyphs on each side and a long string of beads embedded underneath, bound with a Lune captured on the night of a new moon. Intriguingly, however, it is also one of the easiest to make wrongly. Many young Children of Gaia make their Peace Pipes to eliminate the smoker's Rage, reducing it to zero. Instead oof facilitating conversation and ensuring lack of confrontation, which is the fetish's intent, it tends to produce confusion and hostility. Stripped entirely of one of the fundamental parts of their nature, the smokers become angry (though not filled with Rage), and little productive happens. As such, wiser Children of Gaia make their Peace Pipes to reduce the smoker's Rage to 1, which stems the worst instincts and behaviors of the Garou while keeping him in a familiar state of mind. The fetish cannot be forced upon anyone, but once someone freely consents to use it, it is impossible to resist. It is also possible for someone else to activate it and then hand it to another Garou to smoke. This works nicely to prevent "cheating" by smoking an inactivated pipe.
- Pure Vessel - Level 2, Gnosis 5 - During the Dark Ages, it was popular for a noble to have a cup made from a unicorn's horn. Such a cup would be proof against any poisons would-be usurper might deliver. Needless to say, the genuine article was somewhat hard to fine - rhinoceros horn was the closet one could get - and many nobles died drinking from cups that they thought were "unicorn horn." However, the Children of Gaia were quite capable of creating a reasonable facsimile, and often did so to protect those rulers they approved of from murder. The Pure Vessel is a cup made from softwood, with a single glass bead set at the lowest point of the interior. A spirit sent from Unicorn herself is bound into the cup, and when activated it will shake violently should a single touch of poison enter it. After being activated the fetish's effects last for a lunar month. A more powerful version of this fetish also exists. While not a unique fetish, the secrets of its creation are now lost (although it is possible that a Child of Gaia ancestor-spirit may still know them), and no more than five ever existed at one time. These are considered Level Five, Gnosis 8. Water poured into these becomes an active anti-toxin and would remove poison in anything it was poured onto or into. These must be activated every time they are poured.
- Belt of the Unicorn - Level 2, 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; radioactive and supernatural toxins and corrosives that are absorbed through the skin or injected ae still a danger. No roll is necessary.
- Cup of the Alicorn - Level 2, Gnosis 6 - This carved and covered cup is said to be made of Unicorn horn. The truth of this is unknown. These cups are handed down in a few of the old European septs of the Children; one such is in Switzerland. A healing spirit must enter this fetish. Any substance causing harm is neutralized when poured into this cup. With a Gnosis roll against the Intelligence + Science 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. If the holder botches, the cup will crack and be ruined.
- Noise Generator - Level 2, Gnosis 6 - One Glass Walker who caught wind of this most unusually technological device for the Children of Gaia, described the Noise Generator as "a glorified dog whistle." The charge is somewhat accurate, but so what? As a way to break apart fights in a hurry, there's little better. The Noise Generator is a personal alarm bound with a Glade Child. Together, the Noise Generator sounds exactly the right pitch at an impossibly high volume to create pain-inducing noise for those so able to hear it: dogs, certain other animals, and most importantly, Garou in Crinos form. Allowed to continue, it can break a Garou in anything but the heat of frenzy. Which does, however, create a problem with this solution. Succeeding at a Rage roll at difficulty 8 enables a Garou to resist the effects of the powerful noise. One success is enough to forge past the painful sound and operate as normal. A failure forces the Garou to change back to Homid or Glabro from to avoid being crippled with pain. (Lupus Garou must also change to Homid to avoid being so disabled. which is another problem with the device to many Children's mind.) However, should enough successes be rolled, then the Garou can simply enter frenzy, another quite simple and workable solution to the noise. The effects of this fetish last for one scene or until deactivated.
- Tattoo of True Shape - Level 2, 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 Black Spiral labyrinths and other alien Wyrm-spaces. Whether the Black Spirals themselves have learned of it is not known.
- Truth Feather - Level 2, Gnosis 6 - This fetish is a single falcon feather. It provides the level one Philodox Gift Truth of Gaia.
- Amber-Dreaming: Someone Else's Feet - Rank 2, Gnosis 7 - Though this fetish is often shoes, toe rings, or anklets, Amber-Dreaming has hers tattooed around her ankles. Successful activation replaces the wearer's footprints with those of a chosen animal for a scene. Moreover, the wearer may add the rolled successes to any movement dice pools the chosen animal's feet would help with - climbing for goats, jumping for kangaroos, even swimming for fish (a fish's tracks on land look like furious flopping).
- Comforter of the Architect - Level 3, Gnosis 5 - This is a bedquilt made from scraps of old clothes and embroidered with ancient Garou designs. A Jaggling of the powerful spirit called the Architect of Sleep is stitched into the quilt. Any Garou sleeping in the quilt may pass one of her Abilities to a packmate. Before going to sleep, she speaks to the packmate about the Ability (a "bedtime story"), and then while she is truly asleep the packmate will possess the Ability in question. To activate the fetish, Garou makes a Wits + Expression roll, with the difficulty being the packmate's Willpower, and spends a Gnosis point. If the situation is stressful, the Storyteller may force the sleeper to make a Willpower roll against her own Willpower to fall asleep. The Ability can be one that the packmate does not have, but cannot be one totally alien to the recipient; for instance, a human cannot be lent Primal-Urge.
- Goggles of Sight From Beyond - Level 3, Gnosis 6 - This fetish can be a pair of sunglasses, but is usually a pair of heavy-duty goggles. The goggles provide the level two Theurge Gift, Sight from Beyond.
- Revenge-of-the-Land: Tree Cloak - Level 3, Gnosis 6 - A small twig bound by Garou hair. When the fetish is activated, the Garou can appear, to all natural senses, as a tree. Of course, the Garou must stand in place. The difficulty is 4 near similar trees, 6 near different trees, and 9 in the city.
- Mirror of Princes - Level 3, Gnosis 7 - This precious treasure is a mirror of bronze with two faces. It was created by the Golden Heart Sept in the time of Christine de Pisan, and serves as a corrective to the vanity of earthly rulers. When the mirror's user holds up one face, anyone looking into the mirror sees the worst thing that she has ever done, or the worst thing that is true about herself, and cannot deny or escape this. The other face brings knowledge about the best in oneself. The Storyteller should invent uses for this mirror.
- Pilgrim's Staff - Level 3, 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 beat such staves in the modern world, 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 pilgrim visits, speaking out for peace and gathering followers, artisans among the Kinfolk carve the caern's symbols into the staff and attach ribbons, 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 extra die to use in peacemaking rolls (of any sort) for each caern represented; these extra dice last for one day per caern represented. Some such pilgrims have wandered for years; Janine Olive-Branches, an elderly Garou from France, has walked for four decades collecting caern tokens against the War of the Apocalypse....
- Unbroken Cord - Level 4, 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 a pack. A unity-spirit (such as the spirit of a flock of birds) is bound into it. When the pack leader wishes, she may spend 1 Gnosis and share one of her abilities, 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.
- Resounding Sword - Level 5, Gnosis 6 - Most Children of Gaia fetishes are decorated quite simply; a strong part of the Children of Gaia ethos is humility, and gaudy flashiness doesn't sit well with that. This blade, however, is pointedly made to defy that design. It is outwardly brilliant, made from perfectly forged silver, and features carved runes that are then painted to accentuate their lines. It draws attention, which is exactly the point. Bound with an earthquake-spirit, all who see the blade feel the wounds inflicted by it. And a dazzling display of its use can bring an army to his knees. When activated, the fetish can force any opponents within sight distance of the blade to make a Willpower roll (difficulty 7) under one of three circumstances: Whenever the wielder of the blade hits an opponent twice in a row without being hit, whenever the blade does more than four health levels of damage in one blow, and whenever the blade delivers a death blow. Any opponents failing this roll immediately surrender or flee, incapable of fighting against an opponent so obviously and incredibly superior to them. However, the blade is unfortunately ineffective against those of a higher rank than the wielder. The Resounding Sword does damage as normal for a sword. It is made out of silver but not bound with a war-spirit, and this does aggravated damage only to creatures vulnerable to silver.
- True Silverheels: Clay Pact - Level 5, Gnosis 7 - This is a small ceramic plate with the paw imprints of all the members of True Silverheels' old pack. By activating it, True can create a Mindspeak (the Galliard Gift) with any of his pack, no matter how far away they are - even if they are in the Deep Umbra.
- Gaia's Ghost Shirt - Level 5, Gnosis 7 - This fetish is a vest made of reeds. Gaia deflects wounds from the wearer. The shirt adds two extra soak dice. If the Child of Gaia does not strike his foe, but only tries to subdue him, the shirt adds four soak dice. If the Child of Gaia refuses to fight back at all, the shirt adds five soak dice. The shirt also negates damage from the level five Get of Fenris Gift Fenris' Bite, the level four Shadow Lords Gift Open Wounds, and the Black Spiral Dancer Gifts of Foaming Fury, Crawling Poison, and Balefire.
- Chalice of Renewal - Level 6, Gnosis 8 - This mystic chalice of gold appeared to Garret Faithful and his warriors as they sat at meat before going to the Amazon. It is known to have appeared from time to time throughout the Children's legends. Some say it held Mother's Gaia's tears when she wept for her children, the five slain Garou pups who founded the tribe. Others claim that it was the cup sought by Arthur's knights. Its powers are certain. Only one such chalice has ever existed. One new moon in three, the chalice fills with seawater. Anyone who drinks this primeval saltwater falls into a deep sleep wherein they have a vision of Gaia. This vision is different each time but always contains the sorrow of a mother for her fallen children and the renewal of life with the morning. These are the memories of Gaia, but also relate to the dreamer's own life and work. On waking, the dreamer is cured of all diseases or wounds.
Croatan[]
See Special Items for additional fetishes for use. Also, Uktena and Wendigo can use these fetishes from the Sourcebook, Croatan Song.
- Eagle Claw - Level 1, Gnosis 7 - This fetish is usable only by females; legend holds that a woman made a pact with an Eagle-spirit for this fetish. If a Wolf Changer female lightly scratches her arms and above her eyes with the eagle claw, she gains the power of birds. Flight is the first power granted to her, but she also gains an eagle's magnificent eyesight. Both powers last for only one scene or one hour, whichever comes first. The claw is only usable during the phase of the moon under which the female was born. Thus if she is a Theurge, the power only functions when the moon is in its crescent stage.
- Dance Mask - Level 2, Gnosis 5 - This elaborately carved and painted wooden mask may represent any number of animals, spirits or other beings. When activated and used in a ceremonial dance or during the performance of an appropriate ceremony, the mask adds an automatic success to any rolls that determine the success of the ritual or ceremony. If no effect of the ceremony in some fashion (determined by the Storyteller). To create this fetish, the Garou must bind a spirit appropriate to the type of mask (i.e., a raven spirit must enter a raven mask).
- Porcupine Quill - Level 2, Gnosis 5 - These fetishes are sovereign remedies for poison. If the poison spewed forth by a Wyrm creature harms a Garou, scratching the affected area with the porcupine quill releases the toxin from the body. While it does not restore lost health levels, it does cleanse the poison from the person and prevent further damage from that same poison for up to an hour. If poison is ingested, crushing the quill and boiling it in water to make a tea has the same effect.
- Story Bag - Level 3, Gnosis 5 - This fetish is a small rawhide or deerskin bag worn at the waist or carried tucked within a shirt. Often decorated with quillwork, shells or bone, the bag holds within it a number of stories that might be appropriate to a given situation. Once per story, the Garou who possesses a story bag may open it and draw forth a tale. This story will have something in common with a current problem or situation facing the Garou and may give some insight into how others handled similar difficulties. Sometimes it will instead give a clue to what foes the Garou is facing or a hint concerning how to defeat an apparently unbeatable foe. In game terms, the player must tell the Storyteller she intends to consult her story bag at the end of a playing session (or sometime within the game if the Storyteller then constructs a legend or tale that contains clues on handling the current crisis. They need not be extensive and may even be cryptic, but must always offer a true solution (if the character can but figure it out).
Fianna[]
The holy weapon has a great amount of significance among the Fianna. Fetish weapons are considered supremely personal; more common than any other taboo among the Fianna is the simple: "No one shall touch me save he who I am for." The tribe is famous for hurling fetishes into lakes or from cliffs, or breaking them and telling the spirit within to flee - anything rather than let their blade fall into the hands of another warrior. Two glyphs are present on every almost Fianna fetish weapon; the name of the fetish and the name of the owner. Though not quite as stringent as fetish weapons, other fetishes likewise tend to be temporary. Traditionally, such fetishes last exactly a century to the day, and then the spirit is released.
A few rare fetishes are passed down from elder to cub, but these rare few make the term "powerful" an understatement. Such fetishes are usually given the names of Celtic gods or goddesses, though some Americans have taken to giving them the names of figures from American folklore, much to the anger of traditionalists; a British klaive may be Camma's Tearful Eye, and American battle ax might be Bunyan's Mighty Blade. Since passing down a fetish likely breaks a taboo, such inheritance is always turbulent and never easy.
In addition, no other tribe makes such pointedly flamboyant fetishes. As far as the Fianna are concerned, if the blade doesn't have a whole set of intricate carvings and the hilt isn't adorned with jewels or gold, then it's not worth doing in the first place. This is less true of urban septs, but even there the Fianna simply aren't known for being subdued. A fetish should be a work of art as tribute to the spirit within, and the Fianna have strong opinions about art.
See also Tattoos and Torcs for additional fetishes for use.
- Bunyan's Mighty Blade – Fianna Battle Axe from Hammer & Klaive.
- Peter "Walk-with-Lions" Lawrence: Coat of the Lion - Allows to assume a lion form at will. The form is equal to Lupus form, but with +2 Strength and +1 Dexterity is addition to any bonuses granted by the Lupus form.
- Laora d'Avennes: Joyeux - Axe that inflicts aggravated damage and allows the wielder to invoke the Gift: Spirit of the Gray once per night.
- Sword of Fionn - This is the most prized possession of the Fianna. Stories are told about the sword being used by Fionn MacCumhal, legendary Garou Kinfolk. Fionn was a hero of Eire and pursed many adventures with his mercenary band, the Fianna, who took their name from this Garou tribe. Legend holds that when this blade is used in battle, it summons the spirits of not only Fionn MacCumhal, but all those who fought be his side, to join in the fray once more. When the blade is unsheathed, the surrounding area cones alive with hundreds of shadows. They will constantly mock and torment all the enemies of the Fianna and their allies. These shadowy warriors will fight for the Fianna, mirroring the actions of the present warriors. Add two dice to each Fianna's attack Pool and subtract two from each opponent's Dice Pools due to the distraction. Many enemies have been known to flee the battlefield to escape the spectres, their minds unable to cope with such a sight. The sword also adds four dice to all damage rolls due to its keen edge and well-balance weight.
- Pipes of the Otherworld - Level 2, Gnosis 5 - This fetish typically appears as a very fine set off black bagpipes (usually of the Highland variety) with an unusually mournful song that pulls at the spirit - literally. When successfully activated, every two successes to a Charisma + Performance (7) roll subtracts one from the difficulty of Mystic Rituals; the difficulty rating for Rituals of Death (such as a Rite for the Departed) is decreased by one for every success.
- Blood Jewel - Level 2, Gnosis 6 - The Fianna most commonly wear the Blood Jewel, although similar fetishes also exist among the Get of Fenris and Silver Fangs. The Jewel takes the form of a ruby, soaked in the blood of a felled opponent, set in gold; usually the fetish appears as a brooch, though it works perfectly well as a necklace or bracelet. Once activated, any opponent the wearer faces in combat will find it highly difficult to take his eyes off the Jewel, suffering a +2 difficulty to all strike and dodge rolls as a result. In addition, the spirit of Rage within the ruby pushes the opponent to further and further distraction. Every round, the opponent must make a Rage roll. The difficulty begins at 8, but drops by one every round afterwards to a minimum of 4. (If the opponent does not possess Rage, none of this occurs.) Employing one of these fetishes is not for the weak of heart, because it almost always results in fighting a creature in frenzy. But for those who are both confident and determined, it is a favored trap.
- Goibhniu's Hammer - Level 2, Gnosis 6 - Though not a combat fetish, it is highly prized by Fianna smiths; some of the finest weapons, including several klaives, were forged with these hammers. For every two successes on a Gnosis roll, the smith gains +1 die to the metalworking (Craft) roll. 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.
- Heart-of-Impala: Impala's Horn - Level 2, Gnosis 6 - This spear is tipped with an impala's horn, a Gift from the pack's former totem. Upon activation, the spear causes an extra die in wound penalties to any Wyrm-tainted being it strikes.
- Screams-of-Nightmares: Translator's Ear - Level 3, Gnosis 7 - A silver earring embedded with a diamond that allows the wearer to hear and comprehend any conversation within 100 feet, even in another language.
- Pipes of Terror - Level 4, Gnosis 6 - This is a finely woven bag and set of well-crafted pipes. When the bagpipes are played and successfully activated (they do not have to played well), all Wyrm spirits within hearing range must check their Willpower (difficulty 6) or flee in terror.
- Spear of Len - Level 4, Gnosis 6 - There are only a handful of these weapons known to exist. Named for a legendary smith who made the first of its kind (used by Fionn mac Cumhail himself), it usually appears as a spear with a head of perpetually cold bluish steel. When pressed hard against the forehead, the spear keeps the warrior from being muddled or lulled by magics, whether vampiric, fae, mage or Garou in nature. This is not a general mental defense effect, but does cover mental illusions and sleep spells. At the Storyteller's discretion, a Willpower roll may be necessary against particularly powerful threats. Naturally, one can't fight with the spear and use its power simultaneously. Creating such a spear requires the spirit of a north wind.
- Carnyx of Victory - Level 4, Gnosis 7 - The Carnyx appears as a tall horn with an animal head at the end. When sounded, it fills the air with a weird, discordant braying that heartens allies and strikes fear into the hearts of the foe. When successfully activated, each success to a Manipulation + Performance roll (difficulty 8) adds one die to the dice pools of al comrades. The effect continues for as long as the Fiann sounds the horn. Requires a war spirit.
- Bron Mac Fionn: Gae Bolg - Level 4, Gnosis 7 - This massive ancient spear has a difficulty of 5 and does Strength + 5 damage due to powerful spirit energies within it. When the spear impales an opponent, the shaft splits in a hundred different directions. When removed, the spear joins itself together instantly.
- The Lightning Spear - Level 5, Gnosis 6 - This ancient spear transforms into a bolt of lightning when activated and thrown at an enemy. It does four dice of aggravated damage if it hots and automatically returns to the hand of its possessor, turning back into a solid spear.
- Boar's Tusk - Level 5, 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 success and one Stamina per two successes for one scene.
- Threefold Axe - Level 5, Gnosis 7 - The culmination of Fianna 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 to a steel-like quality. Because the alloy dilutes the purity of each metal, the axe is not treated as purely of any particular 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 do Strength +3 aggravated damage, and are difficulty 7 to wield. They do two extra dice of damage against vampires, fae or shapeshifters with a vulnerability to silver or gold; this damage can be soaked if the target is capable of soaking aggravated damage. To properly finish a threefold axe, the smith must bind an earth-spirit, a solar spirit of some sort, 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.
- Shining Band - Level 5, Gnosis 8 - One of the most treasured fetishes of the tribe, the Shining Band bestows upon the wearer the gift of prophecy. Made from a single thin band of gold, the Shining Band requires elaborate preparation and must embody both the male and female aspects of creation; it must be made by a woman and first worn by man. Into the molten gold must be melted an object of the past, an object of the present, and an object of the future. Finally, but no less importantly, it must be touched by a bird, a fish, a hare and must be left in a wheat field for one day and one night before finally having a spirit bound into it. The empowering spirit can be the spirit of any of the animals that touched it: bird, hare or fish. Once worn and activated on a clear night, the wearer may look into the stars and ask of them one question. As she does so, the Shining Band gleams, producing a near blinding light. The Storyteller rolls the Band's Gnosis in secret against a difficulty of the local Gauntlet. The more successes, the clearer the answer given. If the roll fails, then the fetish is immediately worthless to that wearer from that point on - she will never again receive an answer from it. Even if the roll succeeds, the band only answers three questions for each wearer. Many Fianna believe that even though the wearer inevitably asks about what is to come, the band inevitably answers a question about the past, a question about the present, and a question about the future. There are maybe three or four of these fetishes in existence. Generally they fall under the "hundred year rule" of the Fianna - any spirit placed within one of these fetishes is released after a century.
- Knotwork
- Knot of Protection - Level 3, Gnosis 7 - When activated, this knot automatically soaks the first wound level of damage taken by a Fianna in any given turn. This knot contains a turtle or stone spirit.
Get of Fenris[]
The Norse culture was one of expert craftsmen, and the Get of Fenris reflect that tradition proudly. Get fetishes are almost always handcrafted. The strong trust between members of the tribe (after all, if they're Fenrir and still alive, then they're hardy enough to be trusted) also means that they frequently make fetishes communally. One werewolf will work carpentry, another will cast the metal, and the third will perform the actual Rite of the Fetish. The children of Fenris never simply create a fetish hammer; they create an excellent hammer in its own right, and then bind the spirit into it. Unsurprisingly, they're a tribe that gets spirits to agree to being bound easily.
Surprisingly, weapons aren't nearly so common throughout the tribe as one might think. A werewolf should be able to show strength in any situation, the tribe reasons, and being dependent upon any single weapon is a sign of weakness. The tribe has a highly material culture with many fetishes, but the majority of them are non-weapons.
- Gaia's Favored Child: Clawed Cane - Gnosis 6 -The Clawed Cane was designed for two purposes: it allows Gaia's Favored Child to walk without too much impairment - she can go at half the pace of the average Garou - and allows her to attack an enemy. Although the Keeper of the Land is not strong, when she activated the Clawed Cane in combat, she can do an extra four levels of damage by striking with the Cane's clawed foot. The Clawed Cane is carved entirely from marble and is effectively shatterproof.
- Tarjei Hardrule: Head of Hardrule - The decapitated head of Hardrule made into a sacred fetish/relic helm. The helm grants the wearer unmatched discipline in combat and resistance to pain.
- Golgol Fangs-First: Fist of Thor - This is a spiked steel gauntlet. Each link beautifully engraved with scenes of a wolf pack hunting a stag under the light of a full moon. It is said that Thor himself was inspired by the courage and bloodthirst of Jorgen Fists-of-Thunder, the legendary Get of Fenris warrior, and rewarded him with this gauntlet. When used in battle, the Fist of Thor delivers four extra dice of damage for every successful attack and the Clap of Thunder Gift. This thunder is heard with every blow struck.
- Gnuris One-Eye: Bastard's Son - An ancient iron sword containing a spirit which curses anyone hit by it, causing the victim to suffer rotten luck for months.
- Gnuris One-Eye: Mask of the Owl - Grants the ability to see in absolute darkness (including Obtenebration).
- Hector Gottenheimer: Spirit Bow - Which is a short composite how constructed from horn and ash. The bow appears in its true form only in the Umbra; it becomes a small bronze replica of a bow while within the Realm. In the Umbra, when the bowstring is pulled back, an arrow appears ready to be fired; the arrow itself has no special bonuses.
- Katla "Grandr Dancer" Valsdottir: Spirit Snack - Level 1, Gnosis 4 - This fetish is a small bag with the kenaz rune knitted into it. Activating the Spirit Snack allows the user to convert a single point of Gnosis into enough food to feed a pack. Alternatively, food can be put into the bag and converted into Gnosis. This Gnosis can only be used to feed spirits.
- Dagger of Retribution - Level 2, 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 (Strength damage, difficulty 4); the damage may be lethal or aggravated, at the Garou's discretion. To create such a dagger, a werewolf must bind a vengeance-spirit inside.
- Heckles-the-Wyrm: Slingshot - Level 2, Gnosis 6 - Upon activation, a stone fired from the slingshot will glow eerily and emit shrill, maniacal laughter, serving to frighten and distract a foe (or at least irritate the hell out of them). Heckles also binds various spirits into the stones via the Rite of Binding, so it isn't uncommon for him to fire stones that emit foul smells or momentary patches of darkness.
- Torch of Truth - Level 2, Gnosis 6 - The Get of Fenris have little for those who would deceive them, and this fetish means they don't need to waste any time with liars. The Torch of Truth is made from iron and has a water-spirit bound into it. The fetish is lit as it is activated and should anyone holding the torch actively lie, the flame immediately extinguishes itself. While this fetish could conceivably be used as a lie detector, it is more commonly used by a leader to inspire his soldiers. By holding the torch during a speech, he assures his troops of his honesty and forthrightness. Some not-so-forthright leaders have made fake Torches and used them. Suffice it to say that those discovered employing such devious tactics are never trusted again, if they are suffered to live at all; this is a display of weakness that the Fenrir find highly infuriating.
- Spearskin - Level 3, Gnosis 6 - One of the more unusual possessions of the Get of Fenris, this fetish appears to be the cured hide of a large boar. Those septs with a spearskin 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 number of stout oaken spears equal to the number of successes on the activation check 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 botched, 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.
- Spirit Skin - Level 3, Gnosis 7 - The Spirit Skin is one of the most disgusting fetishes the Garou know of, and indeed the Get of Fenris proudly boast that they "own" the fetish purely by virtue of being the only ones emotionally strong enough to make it. (Rumor has it that there are a few Uktena versions of this fetish around; the Uktena aren't ones to shy away from a good idea just because it seems "gruesome.") Creating a Spirit Skin is a harrowing experience - the vessel employed is the Garou's own skin, delicately sliced from the body and then properly tanned into leather. Since Garou regenerate, this isn't a life-endangering procedure, but the prospect of flaying oneself is still something that turns many of Gaia's finest into shivering wrecks. Only those with a Willpower of 6 or above can even attempt to make a Spirit Skin. Once the leather has been procured, it is fashioned into clothing of any sort that covers the majority of the body. (Coats and cloaks are most popular.) A spirit of bone is then bound into the garment. once completed, the fetish forms a spiritual second skin that enemy spirits must pierce in addition to the Garou's normal skin. When activated, the fetish doubles the Garou's soak pool against attacks made by spirits. A Spirit Skin doesn't work for anyone but its maker.
- Ironhammer - Level 4, Gnosis 5 - Lesser versions of the mighty Jarlhammers, these one-handed hammers are potent war fetishes in their own right. They are forged of silver-laced iron, with spirits of war bound within. An Ironhammer inflicts Strength +2 damage, and the damage is aggravated; Garou can soak these wounds, as the silver content is overwhelmed by the iron. A Get may hurl an Ironhammer up to 10 yards for every point of Strength; the hammer returns to its rightful owner after each toss.
- Alvis's Stone Hammer - Level 4, Gnosis 7 - The dwarf Alvis was renowned for his wisdom and judgment, yet was horribly tricked by Thor. Thor's daughter Thrud was promised to Alvis in exchange for the forging of many weapons, but the wretched creature was then tricked into being outside at daybreak. The first ray of sunlight to hit him turned him to stone. According to some Get of Fenris legends, Alive created the first example of these fetishes before he died. According to others, the first of these hammers was made from Alvis. Always made from solid rock and about one foot long, the hammer is bound with a bear-spirit. Once taboo the spirit always requests upon creation is: "I will not activate for anyone without at least one point of permanent Wisdom Renown. When activated, the hammer strikes at difficulty 4, doing Strength +1 aggravated damage when used hand-to-hand. It can also be thrown up to thirty yards, at difficulty 5, inflicting the same damage. More impressively, it will never strike a friend of the wielder, even if the wielder is in the throes of a berserk frenzy.
- Fang Jumper: Collar of Innocence - Level 4, Gnosis 8 - A small leather collar that, when activated in Lupus form, makes the wearer appear to be small, harmless puppy.
- Hammer of Thor - Level 5, Gnosis 5 - These hammers are forged from silver-laced iron and cooled in the blood of freshly-slain enemies. Each hammer inflicts Strength +3 damage and causes aggravated wounds. As with Thor's hammer, Mjolnir, a hammer always returns to its rightful owner. There are seven of these hammers, and most are in the hands of the Jarls of various powerful septs. Killing blows from these weapons send out a powerful thunderclap; this does no damage, but announces to everyone in the vicinity that a foe has fallen.
- Golgol Fangs-First: Battle Harness - Level 5, Gnosis 6 - This regal looking iron vest adds plus 2 to the wearer Strength and adds 3 armor dice. It must be first activated before it can be lifted.
- Jarlhammer - Level 5, Gnosis 6 - These mighty two-handed hammers are the pinnacle of Get 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 Strength +3 damage and causes aggravated wounds; the damage counts as silver damage, and is thus unsoakable to Garou. Only a Garou can throw such a weapon accurately, and only to a distance of 5 yards for every dot of Strength. Whenever a blow from a Jarlhammer slays its target, the hammer resounds with a powerful thunderclap; this has no game effect, but announces to friend and foe alike that another enemy of the Get of Fenris has fallen. There are seven of these hammers; some are wielded by powerful Jarls, while at least one has been lost. Each one has its own name and secondary power:
- Forge-Crusher blazes with the fire when activated, and inflicts and 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.
- Karin Jarlsdottir: Troll-Eater pulverizes bone and smashes armor; opponents lose one die from all soak pools 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 dice from their dice pools when attacking its wielder.
- Hag-Talon is fortified against the magic of enemies, granting its wielder three additional dice to any Willpower roll made to resist mind-manipulating powers.
- Pain-Eagle leaves wounds that throb with agony; those wounded by the hammer suffer double the usual dice pool penalties for their wounds.
- Arn Guth Stormbright: Runes of Doom - Level 5, Gnosis 6 - When his sack is flung into a stormy sky, the wood-carved Runes will spill out and float in the air. All on the battlefield who view the Runes will see dark omens of their futures. Roll the Runes' Gnosis versus each viewer's Wits + Enigmas. If a viewer loses, he becomes demoralized, obsessed with this future event (the event is up to the Storyteller). The viewer's combat Dice Pools are reduced by one and the effect is semi-permanent; the victim must try to alter his fate or wait until it passes before his Dice Pools return. The Runes can only be activated once per cycle of the moon.
- Favor of Fenris - Level 5, Gnosis 7 - Fortune favors the bold. Fenris, however, favors the strong. He abhors those who would employ crutches, but rewards those who stand tall without any help. The Favor of Fenris reflects this. A copper amulet engraved three times with the mark of Fenris and hung on an iron chain, the Favor is bound with a servant of Fenris and is regarded as a rare honor - Fenris gives his favor to very few. When attempting to make a Favor, all rolls involved in the process are made at +1 difficulty, however, anyone who owns one of these immediately receives three points of temporary Honor and one point of temporary Glory. (Storytellers may want to forbid these items to starting characters.) In addition to the three marks of Fenris, each Favor is engraved with a symbol meaning either "War," "Dance" or "Build." These three symbols each represent one of the three Attribute groups. War represents Physical, Dance Social, and Build Mental. For every statistic within that category the wearer has at 4, the Favor adds one to bring it up to 5 when activated. For every statistic rated at 5, the Favor adds two and brings it up to 7. So does Fenris reward the strong. Once activated the effect lasts for a scene.
- Wotan's Spear (Gungnir) - Level 5, Gnosis 7 - This powerful spear causes aggravated damage, and will only harm minions of the Wyrm. The bearer of this spear may use the Gift: Sense Wyrm. If a foe can be seen, it can be hit, for the spear suffers no rang penalties. The spear does Strength +5 damage. There are two known in existence.
- Shield of Heimdall/Watcher's Shield - Level 5, Gnosis 8 - This small wooden token, shaped like a shield, is worn around the neck. When activated, the shield adds five dice to the wearer's soak roll, but only against cowardly attacks. Only one opponent per round will have a direct shot at the wearer; for all other attacks, from behind or from cover, the wearer receives the extra five soak dice. To create such a fetish, the crafter must bind a turtle-spirit or spirit of vigilance within.
- Lars Johannssen, "Jarl Torgus Firemane": The Paw of Fenris - Level 6, Gnosis 8 - This is not actually great Fenris' paw. It is a gauntlet worn by the various Jarls of the Blood Fist Sept over the years. This powerful fetish allows the bearer to strike in combat with a -3 to all difficulties in hand-to-hand combat and an additional three dice of damage. It also ensures that the Jarl cannot succumb to frenzy, as with the Gift: Stoking Fury's Furnace.
Glass Walkers[]
Glass Walkers fetishes are strange indeed. While they have a good number of traditionally designed fetishes, they accord greater respect to more complex and unusual designs. In some ways, they treat their fetishes more like elegant machines than holy relics. A great Glass Walker klaive may have a hilt imbued with a spider-spirit, to spin a web so that it never slips from their hand, and a Rage-spirit in the blade to lend the weapon more damaging power.
Even more alien to the other tribes is the use the Glass Wlakers make of modern machinery. While most Garou would balk at the thought of a fetish pistol, the Glass Walkers hold such weapons in higher regard than any sword. Stranger still are bionic cyberfetishes or computer program fetishes (dubbed "Softwere" by some Glass Walker with a clearly defective sense of humor). To most tribes, treating fetishes with such irreverence borders on blasphemy, but to the most adaptable of tribes, the times are a-changing. New tools are created, as are new spirits. Should not they be honored, too?
See also Cyberfetishes, Softwere and WeaverTech for additional fetishes for use.
- Laying Down the Law - This is a regular looking L.A.W. rocket. There is a major difference, however, between the legendary weapon and its normal cousins: a spirit of judicious vengeance inhabits this technological wonder. It never runs out of rockets nor does it need to be reloaded - just aim and fire. Each rocket will seek out an enemy deserving of its judgment. The punishment is detonation. Use the regular statistics for a L.A.W. rocket except with a bonus of three dice to the attack Pool. If it is aimed at an innocent (usually non-Wyrm being), the rocket will veer off and hit the closest guilty party - which could be the user!
- Chris "Dreamlaugher" Vann: Ring of the Donkey - Allows a Garou to do three extra dice of damage in all Brawl attacks in attempts to kick prey.
- Texas Drinking Glass - Level 1, Gnosis 1 - Particularly favored by Glass Walkers in Texas and Georgia, this cup infers the Gift: Resist Toxin on whoever drinks from it. However, the werewolf becomes intoxicated as normal, suffering standard penalties; he is simply able to handle more alcohol before passing out appropriately (and is incapable of passing out inappropriately). Though the glass always seems half-full, the Glass Walkers that tend to have these fetishes seem anything but optimistic.
- Air Hightops - Level 1, Gnosis 2 - It's gotta be the shoes! Invented after a rooftop chase nearly went nasty, these basketball shoes allow the Glass Walker to nearly float when jumping. The Glass Walker adds two dice to any Athletics roll involving jumping. In addition, he takes no damage from falls provided he can make a Dexterity + Athletics roll (difficulty equal to the number of stories fallen). They are bound with a Wind Spirit, and can only be used in Homid or Glabro.
- SpiComs - Level 1, Gnosis 2 - A favorite of Dies Ultimae, SpiComs are specialized communication systems that employ the Umbra as a medium. The system consists of a mouthpiece, earpiece and a small metal box attached to the belt and wired to the headpiece. Each SpiCom also has a pattern spider bound into it. When someone talks into the mouthpiece, the pattern spider records it and senses whom the message is for, flying instantly to their SpiCom delivering the message. This setup means that a message can only be sent from one person to another. In order to facilitate group co-ordination, many packs prefer to configure their SpiComs to contact a central server, which then sends a pattern spider to every SpiCom.
- Psychotropic Cube - Level 1, Gnosis 5 - Often overlooked as a child's toy, this multi-colored cube has been specially crafted to record the sound and a three-dimensional representation of activities in a five foot by five foot area for one hour. The Garou sets the device to activate at a certain time. once the device has been retrieved, the Garou can replay the events in an empty area of similar size.
- Streetlight Changer - Level 1, Gnosis 5 - This fetish, usually a small box or tube with a single switch, allows its user to command streetlights to change; it affects all the lights at a given intersection. To create a Streetlight Changer, one of more of the following spirits types must be bound: technology spirit, electricity elemental or light spirit.
- Duct Tape of Bonding - Level 1, Gnosis 7 - This limitless roll of duct tape can be used, upon activation, to bond together or seal virtually anything. This bonding lasts for one scene. The bonding can be forcibly broken by just about anyone, but barring such willful destruction, the bonding is solid. To create a Duct Tape of Bonding fetish, a normal roll of duct tape is etched with specific glyphs to identify the user, her house and tribe and the name of the technological or Weaver spirit inhabiting it.
- Li Kw'ei, "Spinning Buzz Saw": Crystal of Personal Warmth - Level 2, Gnosis 6 - A scarlet crystal in a wrapper. When activated, it will keep a Garou at a comfortable temperature for 12 hours. This is used to prevent hypothermia.
- Information Absorber - Level 2, Gnosis 6 - The Information Absorber drains computers and information storage devices of their information. The device is not selective and all information will be drained from the device. This works on books as well, leaving the pages blank. However, equipment protected by another spirit (such as a computer guarded by a Net Spider) will not be affected. This fetish often looks like a remote control unit or computer storage media decorated with trinkets to attract spirits.
- Money Tracer - Level 2, Gnosis 7 - Resembling a wallet or purse, this fetish can sense the presence of Wyrm taint on money. Once money is placed within the activated fetish, it will direct the Garou to the last Wyrm minion who used the money in service to the Wyrm. To create a Money Tracer, one must bind a technology or money spirit into the fetish.
- Super Magnet - Level 2, Gnosis 7 - A U-shaped device attached to a handle, this fetish produces an electromagnetic field that can erase magnetic media or magnetically lock metal parts together. Someone attempting to break apart this attraction must pit their Strength against the fetish's Gnosis rating in a resisted roll (difficulty 6). This will not work on technology that has been specifically created to be magnetically resistant.
- Tie Tack of Persuasion - Level 2, Gnosis 7 - Once activated, this tie tack adds two dice to the user's dice pool for any persuasive activities. The fetish's power lasts for one scene or transaction.
- Crescent Moon Waterskin - Level 3, Gnosis 5 - Still popular among female Middle Eastern Glass Walkers, this fetish was used to disguise female warriors in jihad. A Rage or war-spirit is bound into the waterskin. By pouring the water onto her claws, the Glass Walker gains the benefits of the Razor Claws Gift. Alternatively, by pouring the water on a normal blade she can allow it to do aggravated damage, or by drinking it she can immediately frenzy. Only one of these affects may be in play at any one time, and the effects last for a scene.
- Roger Daly: Protected Assets - Level 3, Gnosis 5 - This costly-looking business suit has protective spirits woven into it. It acts as three dice of armor against all forms of attack.
- Big Black Book - Level 3, Gnosis 6 - A personal favorite of many a Corporate Wolf or other contact-minded Glass Walker; this pocket-sized book contains the phone number of every single mortal person on Earth that has one. It is all written in the owner's handwriting. Curiously enough, a spirit of humor is bound into this fetish.
- William "Father Bill" Cameron: Cellular Phone - Level 3, Gnosis 6 - This fetish allows Bill to use Mindspeak on himself and one other without a Willpower point. All he needs to know is a name and phone number.
- Kleon Winston: Watcher in the Watch - Level 3, Gnosis 6 - This is a spirit of paranoia bound into a sports wristwatch. Whenever something endangers the wearer, the watch is allowed to make a Gnosis roll versus a Storyteller-chosen difficulty; if successful, the alarm will go off.
- Blaze Pistol - Level 3, Gnosis 7 - The blaze pistol appears much like any other 9mm pistol, but inside it is bound the spirit of a hawk, owl, or bat. The fetish can be activated while pushing back the slide, and as the slide snaps back into place a round will not be chambered. Instead, the chamber is emptied and a faint light emerges from the barrel. When fired next, this faint light becomes a blaze that arcs from the pistol to its target. The user rolls Firearms as normal to hit the target, with any appropriate modifiers. If the arc of light hits, it does no damage. But for the rest of the scene, the pistol will constantly point toward the person the light struck. It does this even if a wall or other cover obscures the target, and no matter how far away the person is. The fetish user can't point the pistol away from the target unless they deactivate the fetish. However, all attempts to shoot that person with the blaze pistol are made at -3 difficulty while the fetish is activated, and tracking the person is a breeze. Cover is also less effective; unless the cover is thick enough to stop the bullet, the shooter can simply fire right through it.
- Killbox's Colt Special - Level 4, Gnosis 7 - It takes a remarkable act for a Wyld spirit to agree to be bound into a tool of the Weaver. Killbox's Colt Special is one such tool. The eponymous Glass Walker Ahroun once dropped a thieving Ratkin, drawing the attention of Owl. The gun itself is a custom Colt Anaconda Longbarrel (Werewolf: The Apocalypse, p. 303) affixed with a laser scope, black matte finish, and a hand-molded grip. On activation, the laser site becomes viewable only to the holder. Firing the weapon makes no more sound than an owl in flight and ignores armor up to the number of successes rolled. Against a follower of Rat - be it pack, Bone Gnawer, or Ratkin - Owl's talons manifest, causing aggravated damage. In addition to the damage dealt, anyone hit must make a Dexterity + Stamina roll (Difficulty 7) in order to stay on their feet. The wound from the gun appears on the flesh like the claw mark from an owl. The spirit refuses to activate the weapon when loaded with silver bullets. To create Killbox's Colt Special, one must bind the spirit of an owl to a gun that has wounded a child of Rat.
- Web Drive Interface - Level 4, Gnosis 6 - This fetish, usually a clunky box adorned with a spider and a web-like pattern, connects directly into the CyberRealm and links into the myriad of information sources held within it. A Garou can use it to raise a particular Knowledge by one dot per success on the activation roll (not to exceed five dots total). This extra know-how only lats for one scene.
- Flight Pack - Level 4, Gnosis 8 - Various exhaust ports and snaking tube sprout from the back of this assembly. When a Garou places this upon his head and shoulders, he can soar high through the sky and even reach Anchorheads when flying within the Penumbra. The Flight Pack allows the wearer to fly for 10 minutes per success on the activation roll. However, if the Garou spends one Gnosis point while trying to activate the pack, he can then fly to a destination of choice, regardless of time, if the activation was successful. The pack has three flight settings: scenic (4 mph), touring (40 mph), and fast (400 mph). To create a Flight Pack, one must bind a technology, wind or bird spirit into the fetish.
- Personal Umbral Digital Assistant (PUDA) - Level 4, Gnosis 8 - The Glass Walkers have, on occasion, a compulsion to create devices that could best be described as "cute," and most would argue the PUDA more or less fits that category. This is because most people have not been subject to the devastating array of forces that the PUDA can bring to bear. Effectively, the PUDA is a palmtop computer bound with a bee spirit. This bee spirit creates a hive file structure in an Umbral space around the PDA, which can store and organize various rites before completion and then "execute" the rite at a later time. The Glass Walker simply has to switch the PUDA to "Record" mode and place it carefully in the middle of the rite. When finished, the rite does not have any effect, but (if successful) is then stored in the PUDA and can have its effect come to pass with the click of a touch-sensitive pad any time thereafter. Each activation can execute one rite, but if the roll fails the rite is lost. If the roll for the rite depends upon outside factors, then all rolls are made when the rite is executed rather than when it is first performed to be stored. The following Rites work with a PUTA: Rite of Cleansing, Rite of Contrition, Rite of Binding, Rite of the Questing Stone, Rite of Talisman Dedication, Rite of Becoming, Rite of Spirit Awakening, Rite of Summoning, Voice of the Jackal, and Rending of the Veil. Each rite stored on the PUDA requires some spiritual energy to be preserved, which is taken from the Glass Walker using it in the form of a single temporary point of Gnosis. This Gnosis does not restore in the usually manner, but is returned to moment that a rite is successfully executed. If the execution fails and the rite is lost, the Gnosis goes with it, but may be regained in the usual fashion. On top of all of this, the PUDA works as a normal PDA too. Wonders will never cease.
- Kleon Winston: Attuning Stick - Level 5, Gnosis 5 - This is a metal pipe from a construction site built over an old, shut-down caern. It allows the activator to use the Gift: Attunement.
- Rough Tangent: Free Ride - Level 5, Gnosis 6 - This device is a small alligator clip with a wire attached to Rough's belt. When hooked up to a power line, it allows Rough and anyone touching him to be instantly transported through the power conduits and out again at the closest transformer, similar to the Glass Walker Gift: Phone Travel.
- Harold Hunt: Roving Fortress - Level 5, Gnosis 8 - This limousine is Hunt's sanctuary. There are four elementals bound into it: Earth, Air, Fire, and Water. By activating the fetish (one roll for each) he can use the following: flame throwers (fire), oil slicks (earth + water), and hairpin maneuvers (air). It also has a Rite of the Shrouded Glen active upon it, so that no spirits may spy on it.
- Fogg's 9mm - Level 6, Gnosis 8 - More than any other weapon, Glass Walkers love to turn pistols into fetishes. Numerous variations on the fetish pistol exist, however one of the most famous of these is Fogg's 9mm. According to legend, Chicago detective Jackson Fogg made it his life's work to bring Gianluigi Lucci down, and finally found him on an abandoned waterfront with his pack around him. Lucci taunted him for nearly an hour before Fogg suddenly shot, and Lucci gasped as the sheet accuracy and force of the blow from the handgun caught him completely off guard, and he nearly died. His pack tore the policeman apart, but his bravery had attracted a Wind Spirit that bound itself into the gun, explaining the bullet's profound speed and accuracy. Lucci used the gun himself until the day he died. Any bullet fired from this unique fetish does aggravated damage, and all Firearms rolls made using the gun are at -3 difficulty. Furthermore, for every turn spent immobile, without changing the gun's aim, it adds two additional dice of damage. A maximum of twenty dice of damage can be added in this way.
Red Talons[]
As the tribe of wolves, fetishes take a vastly different role within Red Talon society than they do in the tribes primarily run by homids. There are barely any tool-form fetishes like those favored by every other tribe. Instead, two types of fetishes dominate within the tribe: scar fetishes, and stationary fetishes.
The latter type of fetish is almost unique to the Red Talons. Taking the form of rough artwork (such as cave paintings or rocks, bones and sticks tied together) the fetish is placed in a location and activated. While left in place, the fetish continues to exert its affect over the area. Most only work while the Red Talon is within the region of the fetish, though some very powerful ones continue to work after the Red Talon has left. Such fetishes are frequently employed to protect caerns or other valuable places, particular the hunting and breeding ground of Kinfolk.
However, in the end the Talons have little use for fetishes. They have the least number of fetishes and even the least number of fetishes per werewolf in the Garou nation. Only the Stargazers have traditionally had less use for fetishes.
See also Breed Fetishes for additional Lupus Fetishes for use. As well as Scar Fetishes.
- Watching Bones - Special Rules for Level and Gnosis - Watching Bones are an unusual creation in a number of ways. For starters, it's not really s single fetish but rather a large collection of them bundled together. Each one houses a different spirit, each is made from a different item, but they are never activated separately. Basically, it's a set of animal bones, each bound with the spirit of the animal the bones came from. Creating a set of Watching Bones requires the Red Talon to improvise on the spot, first successfully completing the Prayer for the Prey, and then afterwards a very hasty Rite of the Fetish. (The body may still be eaten, only the bones need to be kept intact.) For the purposes of the Rite of the Fetish, the Watching Bones is a Level 1, Gnosis 5 fetish. Once a single set of bones is created, it is left in a pile in a safe place. Over time, the Red Talon will add to it by hunting down a different animal, going through the Rite of the Fetish once more (again, the fetish is created as a Level 1, Gnosis 5 fetish), and then adding the bones to the pile of the first. This can then be done a single time more. With one set of animal bones, the fetish is considered to be Level 1, Gnosis 5 for the purposes of purchasing with Background points and activation. With two sets of animal bones, it is considered to be a Level 2, Gnosis 6 fetish, and with three it is considered to be Level 3, Gnosis 8. In all cases, it is considered to be a single fetish once the bones are piled together. When activated, the Watching Bones attract any animals of the kind(s) whose bones exist in the pile. This makes hunting easier not only for the fetish activator, but for any who know that it is operating. For anyone present when the fetish is activated, lower all hunting roll difficulties by a number equal to the fetish's overall level.
- Eater-of-Bears: Amulet of Good Cheer - Level 2, Gnosis 6 - This fetish renders the owner immune to Harano as long as it is worn. However, when the amulet is initially removed, the owner suffers Harano for an indefinite period of time.
- Cub's Vigor - Level 2, Gnosis 6 - Usually bound into a small piece of bone or skin, the Cub's Vigor fetish allows the user to call upon the seemingly boundless energy of a young pup. Upon activation, the character is immediately refreshed and can function for eight hours normally without sleep or food. If the activation roll garners three or more successes, the player may also choose to regain a point of temporary Willpower or heal one bashing or lethal health level. This fetish can be used only once per day.
- Empty Water - Level 2, Gnosis 6 - Among wolves, smell is the dominant sense. Not only does it convey information about the environment to wolves, but also about identities. Losing one's scent is as disturbing to a wolf as losing one's face would be to a human, but sometimes this is very advantageous. Being unable to be smelled means that you cannot be sensed even when the wind is behind you, and it makes being tracked harder as well. Empty Water is designed for these occasions. Despite the name, Empty Water is actually this hollow of a small pond or pool rather than the actual water within it. It is created laboriously by scratching constantly at a large rock, usually while in Crinos form. after this, a wind-spirit is bound into the rock. After a rain, the fetish can be activated to "charge" the water within and the user simply washes in it to remove his scent. On the plus side, the lack of smell makes the character nearly invisible to most animals, making all Stealth rolls to those who judge primarily by smell at -4 difficulty. Attempts to track the character are made at +3 difficulty for animals and +1 difficulty for human trackers. (Spirits might fall under either penalty, or neither, depending upon their nature. This is left up to the Storyteller.) However, the psychological effects of being scentless are somewhat disturbing to most lupus. Those who use this suffer a -1 penalty to all rolls until the effect ends, which is normally in two days. Particularly messy activity (especially bleeding) will also end this effect. Generally, being reduced to Wounded is sufficient to restore a scent.
- Storm-Eye: Gun Barrel Fetish - Level 2, Gnosis 7 - Storm-Eye wears the barrel of a rifle she took from a slain hunter wound around her wrist. It is infused with a moose-spirit, and acts as a Might Fetish.
- Slashes-the-Heart-of-the-Wyrm: Ache Tooth - Level 3, Gnosis 7 - This is an old tooth from a diseased lupus Ragabash. The user may cause enemies to suffer from annoying pain, subtracting one from their combat Dice Pools. Roll the fetish's Gnosis vs. the Stamina + 3 of the target. The effect lasts for a number of scenes equal to the number of activation successes.
- Pine Cone - Level 4, Gnosis 6 - When the pine cone fetish is held between the jaws of the Garou (difficult in Homid form) she makes no tracks and leaves no scent markings for any pursuers to detect. It is impossible to track the user of a pine cone fetish, even with Gifts that normally aid tracking. If the pine cone is crushed between the jaws, destroying the fetish and releasing the spirit, the Garou becomes invisible to sight and scent for the remainder of the current scene. To create a pine cone fetish, the Garou must bind a trickster spirit of some kind into a freshly fallen pine cone.
- Heart-of-Winter: Bear Claw Dagger - Level 4, Gnosis 7 - This is an ancient Wendigo artifact in the form of a steel-bladed knife with a decorated bear jaw for a handle. The knife grants the owner +2 damage and allows the owner to summon the Strength of the Bear: once per week, the fetish may be activated to add 5 dice to Strength. The effect lasts for one scene.
- Bramble Branch - Level 4, Gnosis 8 - The Talon binds the spirit of a ticket or a bramble into a large, dead branch. The branch is then places 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 activation successes the player rolls, the larger an area is blocked. The blockage remains until torn down (on purpose or by weather) or until the Red Talon willingly de-activated the fetish; the Talon can remove the branch from the path without disrupting the growth.
- Hunter's Bone - Level 5, Gnosis 7 - This fetish is the carcass of a small prey animal, killed by the fetish maker in a single bite. The carcass is then prepared by being dragged around the boundary of a desired territory and buried close to the center. Any Garou who knows the location of the buried fetish can go to that place and attempt to make use of its powers (by activating the fetish). If the Garou is successful, she knows everything that transpires within the bounds of the territory as long as she concentrates (or the scene ends, whichever comes first). To create a Hunter's Bone, the Garou must engage in a ritual hunt to find the animal and then bind the animal's spirit permanently into its corpse. If a Hunter's Bone is exhumed, it immediately ceases to function and the spirit goes free.
Ronin[]
Ronin Garou can create their own fetishes if they know the proper rites, but they face several potential pitfalls in the process. The Garou must prepare the potential fetish in the traditional way and must also convince of trick a spirit into inhabiting the fetish. But the Wyrm thrives on fooling solitary Garou. Unless the Ronin has the Gift: Sense Wyrm, a Bane is likely to take the place of what would normally be a willing spirit.
- Wyrm Mirror - Level 2, Gnosis 7 - A Wyrm Mirror is a plate of silver in a bone frame. It is used to detect the Wyrm's presence. By catching the reflection of the desired object or person and successfully activating the fetish, the Garou will see an eerie green glow around anything tainted by the Wyrm, including himself if his Corruption rating is 7 or higher. The brighter the glow, the stronger the Wyrm's presence. The mirror cannot see Banes unless they have Materialized. Creating a Wyrm-Mirror requires the willing assistance of a Lune or water-spirit. Unwilling spirits will still do the task required of them, but the fetish will only work with the expenditure of one Gnosis point. Banes infesting the Wyrm Mirror will falsify the reflections, hiding any taint on the user of this fetish.
- Growler - Level 4, Gnosis 5 - This long, jagged knife is similar to a klaive, but is not as well-crafted. It will cause aggravated damage to any opponent it strikes and often growls as it sinks into the target's flesh. Growlers are not silver; Garou may soak their damage normally. The difficulty to attack with a Growler is 6, and it inflicts Strength +1 damage. To create a Growler, a Garou must bind a spirit of War, Pain, Rage or a Wolf-spirit. If a Bane is bound instead, it will eventually turn on its user. The first time the user botches an attack roll, the blade will reverse itself and sink into his flesh, growling as it bites. The Bane will then flee the fetish and Reform elsewhere in the Umbra, leaving the fetish useless.
- War Drum - Level 4, Gnosis 7 - See Fetish Drums here.
Shadow Lords[]
The Shadow Lords are many things, and pragmatic is one of them. In one particular tradition that goes back centuries, if not millennia, Shadow Lord cubs are told to encode their fetishes with designs that are meaningful only to them. Whenever a Lord makes a fetish properly (that is, within tribal tradition), she makes it from scratch. Every part is inscribed with glyphs. And then, afterwards, she makes two more but only binds the spirit into one. The other two dummies are always kept close to the actual fetish. Only the Shadow Lord that created it knows the code that tells which is the genuine fetish. Let the other tribes wallow in their myths of infallibility. The Shadow Lords know that nobody is beyond corruption, everyone can be compromised, and that no one is above suspicion.
While other tribes assume the Shadow Lords would be the most political septs in their fetish trading, this is in practice quite rare. Nobody lends anyone else a fetish, no one owes anyone else favors for them. The risk is simply too high.
See also Grand Klaives here and Klaives here.
- The Black Bow - This bow was created by the Shadow Lords as a weapon of assassination. Its sole purpose is to eliminate its intended victim quietly and unerringly. The bow and string are completely black. The bow is made of unknown wood of the smoothest texture. This weapon always strikes it target, although it does no extra damage. The Black Bow is the favored weapon on many of the Garou's search and destroy missions through the Amazon jungles and also a means of eliminating specific Pentex officials.
- Sebastian Kroyos: Necklace of Dove Tears - This renders all who talk to him either sympathetic to him or very sad; treat as Head Games and a Phoebe's Veil.
- Curse Bracelets - Level Variable, Gnosis 5 - One problem the Shadow Lords often encounter is that of trust. While they reject the notions of intractable Honor (anything, including personal scruples, must be sacrificed if this means it will aid Gaia), there are times when former enemies must work together for Gaia's benefit. Curse Bracelets are a way of trying to reestablish trust between those who previously shared none. While many Shadow Lords detest these fetishes with a passion, none deny they are a remarkable example of lateral thinking in fetish design. Curse Bracelets are always made in sets of two (or more), and can be bound with almost any spirit, though those capable of great destruction are preferred. The power of the spirit determines the level of the fetish, though not the Gnosis, which is always 5. This is because the spirit gets the cushiest job of all time - it is told to sit tight in the bracelets and do absolutely nothing. What makes the fetish useful is that a number of taboos are also attached to it at creation. The first of these is very simple: "You will never take me off your wrist." All the rest detail the exact nature of the alliance, and what constitutes a breach. Should the taboos be broken, the fetish naturally becomes cursed and begins taking vengeance upon whoever broke the alliance. (The Storyteller can adjudicate how this takes place.) Hence, it's a powerful incentive to keep the trust of your allies. This is also the exact reason it is so detested by many Shadow Lords, who feel it flies in the face of the very nature of their tribal wisdom. If you learn tomorrow that you must betray the allies you made today in order to save Gaia, they argue, then you absolutely cannot be bound in such a way that will stop you. Nothing, not loyalty, nor pride, not honor, nor friendship can ever be held above Gaia. These Shadows Lords consider that those who seek alliances should simply weigh up the risks intelligently and make their choices based on this, rather than on the cheap hope offered by tawdry trinkets.
- Cloak of Darkness - Level 2, Gnosis 2 - Cloaks are fashionable among Shadow Lords, and for good reason. In addition to their ability to help hide weapons and to protect against the elements, they can be helpful in stealthy operations. The Cloak of Darkness is one type of cloak that magnifies these effects. Wearing the cloak increases a Dice Pool involving Stealth by 3, and, as an incidental effect, decreases the difficulty for hiding a fetish or talen that is primarily used as a weapon (and can normally be hidden under a cloak) by 2. They are created by binding Night-spirits.
- Blood Chalice - Level 2, Gnosis 4 - Merely owning this unholy item is a transgression against the Litany, yet Grandfather holds the Blood Chalice as sacred. Only the most twisted of Lords would dare use it, and the mere possession of a Blood Chalice may be punishable by banishment or execution. Shadow Lords have no qualms about manipulating humans against their Garou rivals or creatures of the Wyrm, yet there are also humans who are used by the Wyrm to harm the children of Thunder. Lords of the Summit, who value justice above all, may decide to "dedicate" such a creature to Grandfather. The human is brought to a shadow moot so that he may see what he has opposed. The only purpose of the meeting is to dedicate the human. The Lords then shift into Crinos as a Half-Moon declares the human's crime against the Garou. The human may fight to defend himself, but if he is subdued, his blood is drained into the Blood Chalice. In a distorted interpretation of the law, the Garou have "spared the flesh of the human" by only draining his blood and have kept the Litany intact. His blood is then drained into a chalice, which is consecrated to Thunder. A Shadow Theurge holds the chalice to the heavens and then consumes the human blood. The soul of the transgressor is obliviated, and the heart of the victim shatters as a peal of thunder echoes throughout the land below. The victim is then interred under a layer of urine and feces. In the process, honor is satisfied: the Theurge gains three points of Honor, the Philodox gains a point of Wisdom and each assistant receives one point of Glory. Only other Shadow Lords will recognize this shameful Renown, but if any of these Lords gain the favor of a Shadow Lord sept leader, he will honor this renown for the purposes of acknowledging permanent Renown. If a consecrated Blood Chalice is used in another type of ceremony, it will automatically supply one point of Gnosis to the ritualist. Note that the conditions of the ceremony of dedicating a soul to Thunder may be carried out against any human. A ghoul, acolyte, psychic or mage will also suffice. Such is the consequence of acting against the Children of Thunder.
- Judge's Dagger - Level 2, Gnosis 4 - These jet-black are used exclusively by the Judges of Doom. They are feared weapons, and with good reason - many a target has fallen to a single strike from such a blade. Before they can be useful, however, they must first be attuned to a target. Two things are required before this may happen. First, the target must be guilty of violating the Litany in some fashion. The specifics are not important, but the dagger works much more effectively if the transgression is a serious one. Equally important is the need for an item of significance to the target or (preferably) his blood. If the target is guilty and the item is available, the dagger may be properly attuned. To attune the blade, the wielder must make a Charisma + Rituals check (difficulty 7) and invest a number of Gnosis points in the dagger equal to the target's Rank. (Those without Rank are exempt from the law of Litany, of course, although Black Spiral Dancers may still be targeted - they are, after all, criminals against Gaia.) This Gnosis remains in the dagger until the victim is slain, and may not be recovered until that time. Once the dagger is attuned, however, the wielder may learn the direction of the target relative to herself simply by placing the dagger in a pool of water. Any pool will do - some Judges have even used rainpuddles. If there's room for the dagger to move, it will unerringly point out the target's location (assuming the victim isn't using Gifts or other supernatural powers to mask his true location). Once the Judge has found the target, the second benefit of attunement becomes apparent. Any successful strike by the dagger inflicts a number of levels of aggravated damage equal to the number of Gnosis points stored within it, in addition to normal dagger damage. Only the intended target may be damaged in this fashion - the target's allies are not affected. Once the target has been eliminated, the wielder's Gnosis returns to her and the dagger may be attuned to a new target. To create a Judge's Dagger, a spirit of vengeance or retribution must be bound within the weapon.
- Unlidded Eye: Metronome of Truth - Level 2, Gnosis 6 - This device, which resembles an ordinary wooden metronome, is the Unlidded Eye's favorite interrogation tool. When activated, it will tick continuously, adding +1 to the difficulties of any mental roll made in the room (including Subterfuge rolls made to lie convincingly). This difficulty modifier increases by one every half-hour (cumulative) to a maximum of +4.
- Mirror Maze - Level 3, Gnosis 5 - Those Shadow Lords who know the secrets of this trick pity the Ragabash or indeed the Corax, who can be so very curious. Curiosity kills much more than cats. The Mirror Maze is a tiny, usually no more than a 1/3 of an inch square mirror bound with a Wyld-spirit that is then set within another object, usually a replica of another fetish. When activated the mirror instantly traps the eyes and mind of the person activating it, multiplying itself into an infinite number of mirrors that appear to be everywhere in every direction. To others, the victim of the tiny trap looks as if he has been drugged, staggering about lost within a maze entirely within his own head. The effect is quite insidious, requiring a Willpower roll (difficulty 8) to resist; if ensnared, the victim is caught until sunrise. The grip this fetish has upon the victim is actually quite fragile; a few good smacks upside the head will break the trance and bring them back to reality. But most commonly the person administering the blows will be, of course, the Shadow lord who has returned to her dwellings and found someone nosing around her stuff. What ensues is never pleasant.
- Hakken: Inoue "Sword-of-the-Storm" Nari: The Seven Swords - Level 3, Gnosis 8 - Each of the Seven Swords is a katana that adjusts to be the perfect size and balance for its attuned wielder in any suitable form. Each has the traits of a sword, but the purified fragment of the Nexus Crawler bound within functions as a Baneskin fetish, as well as inflicting aggravated damage to Wyrm creatures.
- Assassin's Klaive - Level 5, Gnosis 5
- Carleson Ruah: Helios Bauble - Level 5, Gnosis 6 - This small ball (fits in the pocket) can be hurled at someone (such as a vampire). If it hits (Dexterity + Athletics), it will burst into a blazing ball of fire. Roll the Ball's Gnosis vs. the target's Gnosis (or Humanity). The number of successes is the amount of flame damage taken plus the number of rounds it continues to burn (one less Health Level per round).
- Alexander Volkav: Sword of Granite - Level 5, Gnosis 6 - This is a two-handed sword made of granite; when thrust into the ground, all persons within 15 feet sink into the ground two feet per activation success. For every two feet, the victim needs four successes on an extended Strength roll to break out. Vampires with Earth Meld can exit anytime they want, but must spend a full round doing so.
- Storm Gauntlet - Level 5, Gnosis 7 - One of the more visually arresting fetishes among the Garou, the Storm Gauntlet is one of the symbols of a Shadow Lord's authority and of Grandfather Thunder's approval. The Storm Gauntlet is slightly oversized (and if activated changes size to fit the Garou's paw during shifts), made from iron and bound with a Stormcrow. Grandfather Thunder himself sends the Stormcrow bound to such a Gauntlet and only ever sends one when he is convinced of the worthiness of the recipient. Commonly he sends those who would make one of gauntlets these on a quest that in some way furthers his ends. Once a Stormcrow has been sent (and this does not ensure the successful creation of the fetish, only a permission to try), the Storm Gauntlet can be created. Even when not activated, the Storm Gauntlet is a frightening thing to behold. Any who wear the Storm Gauntlet receive three temporary Honor for owning the Storm Gauntlet. (They will, however, lose four temporary Honor should they lose ownership of it.) Lightning crackles across the iron in pulsing white electric arcs, and the air around the wearer feels hot. When activated, however, it is incredibly dramatic. The lightning bursts from the Gauntlet and strikes the ground, and every strike made by the Gauntlet is accompanied by a crack of thunder. All present when the fetish is activated must make a Willpower roll (difficulty 7) in order to resist fleeing immediately. (Garou failing the roll fall into Fox Frenzy.) In addition to its impressive image, the Storm Gauntlet can make a Shadow Lord frightening in combat. Any claw attacks made with the Gauntlet do an additional three dice of aggravated damage, and even a successful parry with the Gauntlet does one die of aggravated damage to the Shadow Lord's opponent. (Both forms of damage are soakable if the opponent has some means of soaking aggravated damage.) Most Shadow Lords would kill for one of these fetishes, or at least resort to very underhanded means to relieve someone of it. Whoever can hold one of these is a frightening adversary. Obviously, they cannot be purchased with Background points during character creation.
- Hakken: Inoue "Sword-of-the-Storm" Nari: Akihiko, Blade of Thunder - Level 5, Gnosis 7 - Akihiko is a large odachi great sword (Difficulty 7, Strength + 6 damage), nearly seven feet in length, crafted with care and precision. Within the blade lives a mighty servant of Grandfather Thunder that deals aggravated damage with each strike. Additionally, as the sword is powered by lightning, successfully parrying it with any conductive metal (most weapons) delivers three dice of aggravated damage to the defender.
- Midnight Lightning - Level 5, Gnosis 8
- Thunder's Bracers - Level 6, Gnosis 9 - This mighty fetish is exactly what its name implies it to be - a pair of armor plates for the forearm which are tied to the storm, infused with a portion of Grandfather Thunder himself. There is, to date, only one set in existence, and the Margrave Konietzko wears them. The bracers appear to be made of a deeply stained metal, set with the teeth of an unknown creature. They are a symbol of his power, but not the source of it - the Margrave was crushing his opponents long before he created these bracers, and he will continue to do so should they leave his possession. Thunder's Bracers have many powers. They increase the wielder's Strength by 4 points, and the wielder may make claw attacks normally. If the wielder uses the bracers to block an attack made with a metal weapon, or with an unarmed attack, the assailant automatically suffers two levels of lethal damage due to the electrical discharge generated by the armor. Additionally, the braces provide up to four Gnosis points to the wielder per day, which may be used as he sees fit. Gnosis points to call forth a bolt of lightning to smite his foes. If there happen to be storm clouds overhead, the lightning comes from them; otherwise, it comes from the bracers themselves. in either case, the lightning deals five levels of aggravated damage to a single target, which may not be soaked by any means.
Silent Striders[]
If it weren't for the Glass Walkers' interest in miniaturization, the Silent Striders would easily win the award for smallest fetishes. When you keep moving as much as they do, you've no choice but to travel light. With the exception of fetish walking sticks, Silent Strider fetishes are rarely anything bigger than one can fit within a backpack. For those rare cases a number of techniques are used. Some Striders are fond of using spears and so simply bind spirits into the spearhead. A shaft can be found as a shaft is needed.
Silent Striders have an unfortunately high number of lost fetishes. The curse that keeps them moving does not always wait for the most opportune moments, and a d'siah left at home to not draw attention in public (or be knocked from their hand in battle) cannot always be recovered later. Sometimes, the Silent Striders must simply pass on word to their tribesmen where the fetish was last sighted. Curiously, the ghosts that chase the Striders are found of taking such fetishes and keeping them in the tombs in which their bodies lie. Sometimes, a tomb raiding expedition, really is a case of just "liberating" a few objects.
- The Whispering Crystal - This crystal ball was given to the Silent Striders by their Rom Kinfolk back in the dark recesses of time. Looks are deceiving. When employed, the Whispering Crystal becomes a powerful tool for determining future events. Its user can see so clearly into the future as to point out troop strengths, weaponry used by opposing forces and the location of ambushes. This vision extends about 24 hours into the future. There is a dark side to this artifact. Because it can see so clearly what is to come, those who look into the crystal will see who is to live and who is to die in the future. Because of this, it is widely feared by other tribes and holds an ominous reputation even among the Silent Striders themselves.
- Wanderer's Friend - Level 1, 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 do. 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 be a normal compass. A closer look reveals glyphs on the compass face, and a second needle floating from the center point. When the owner is holding the compass as she gets directions to her destination (and the compass has been successfully activated), the spirit of magnetism housed within hearts 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. Elders grumble that some youths enamored with technology have duplicated this fetish's functionality with a GPS receiver and an electricity elemental. The warm patina of a compass handed down for generations from mentor to student cannot be duplicated, of course. Since these fetishes are usually of use only to the newest members of the tribe, an elder seen in possession of one that isn't immediately handed to a cub will be ribbed endlessly and given unbecoming nicknames. Most Striders make it a point to hand their wanderer's compasses off by Rank Two, or Three at the latest. This also helps ensure in small measure that the tribe's active wanderers take some interest in helping new arrivals.
- Natasha Moon Chaser: Mirrorshades - Level 1, Gnosis 7 - This is a pair of American mirrorshade sunglasses that, when activated, produces a mirrored surface on the inside of the glasses that will allow the user to step sideways with ease. The shades reduce all Gauntlet difficulties by 2, and the user does not need to stare into a reflective surface.
- Stone-Headed Mace - Level 2, Gnosis 5 - These ancient weapons were easy for human hands to craft - a hole was laboriously drilled through a large rock, and a strong wooden haft was inserted. These simple materials were also appealing to spirits allied with the Garou, particularly spirits of nature or the element of earth. Once the weapon was embellished with gold wire and carved with Garou and Egyptian glyphs, a spirit was usually willing to inhabit the fetish and lend it power. When wielded by a Homid-form Garou, a stone-headed mace does Strength +1 bashing damage. When the wielder changes to Glabro, the mace increases proportionally, and inflicts Strength + 2 bashing damage. When the wielder assumes Crinos form, the mace grows again (resembling a small boulder on a tree trunk), at this size inflicting Strength +3 bashing damage. Since these weapons are relatively simple to make, they are still common. Even nature spirits and earth elementals are more jaded in modern times, however, and it may take particularly skillful or precious ornamentation to convince a spirit that the mace is a suitable home.
- Beth "Spirit's Pathstone" Page: Calm the Angry Spirit - Level 2, Gnosis 6 - This fetish appears to be a small pair of bones tied together with red cord with delicately carved glyphs. By holding them out with conviction, and an activation roll, the Fetish will instantly calm any angry human dead. If you are using Wraith: The Oblivion rules, the wraith may use this opportunity to take back control from their Shadow.
- Grek Twice-Tongue: Didgeridoo of the Past - Level 2, Gnosis 6 - This didgeridoo is made from ghost gum and heavily patterned in ochres and carvings. When this instrument is played, all who hear it have visions of the stories that are being danced or sung to them.
- Stormcloak - Level 2, Gnosis 7 - The Dark Umbra is a foul and forbidding place, even to the Silent Striders who know it better than any other tribe. In recent years is even truer - the Dark Umbra is more tumultuous and turbulent as storms of the dead roll across its barren plains. While the Stormcloak is a very old fetish, it has regained extra popularity as a response to this increasing turmoil. Stormcloaks are made as traditional desert cloaks covering the body from head to toe, although some more modern Silent Striders have experimented successfully with raincoats and even leather jackets. Into this is woven the spirit of an owl or any armored animal, such as a turtle-spirit. While worn, the Silent Strider double his soak pool against any spirits of the Dark Umbra, or any other Dark Umbral phenomenon.
- Sarcophagus of Anpw - Level 3, Gnosis 4 - This item is used by Striders who know they will be facing vampires, particularly Followers of Set. The user sleeps in the sarcophagus for eight hours and spends a Gnosis point. Upon rising, the Strider is effectively "dead" for the following 24 hours. She is unaffected by supernatural powers designed specifically to affect mortals (Eyes of the Serpent becomes much less useful when used against dead things). The Garou is unaffected by illnesses, heart seizures and the like (including Thaumaturgical spells designed to simulate such things). Because her pain receptors are dulled, wound penalties are reduced by one. Also, since she is partially dead, all difficulties to enter the Dark Umbra are reduced by one. Finally, the Strider's blood tastes clotted and foul, like the blood of the Risen; vampires seeking to drain the Strider must succeed in a Willpower roll (difficulty 9) or immediately gag up any blood imbibed. Note that this "life-in-death" state is extremely unnatural; Garou only use this item in emergencies. Garou who make excessive use of the Sarcophagus may well cross permanently into the realms of the dead.
- D'siah - Level 3, Gnosis 4/6 - The d'siah is a knife with a flint blade curved like a crescent moon. The blade is usually eight to nine inches long and roughly two inches wide. It is primarily used in a slashing motion - while the outer edge is wickedly sharp, the inner edge may be sharpened only near the upswept point, or not at all, depending on the skill of the craftsman. When the inside edge is sharp, the trailing point can be used to thrust at the end of the slashing arc as a return stroke. In truly desperate straits, the lower, mostly decorative point close to the grip can be used to stab an opponent while in a clinch. Because this knife takes skill and training to use properly, the difficulty to attack with it is 7. It inflicts Strength damage. The war spirit bound into the blade, usually one of Cobra's brood, is somewhat more discerning than spirit usually bound to klaives - a d'siah does aggravated damage only to Wyrm-tainted creatures (use the same guidelines as the Gift: Sense Wyrm) 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). Because this requires a Gnosis roll, 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 Strength + 3 aggravated damage. Every d'siah is a fetish weapon - flint is sharp, but a blade of this length would invariably snap if subjected to the twists and jars of combat without a spirit to keep it whole. Even with the spirit's assistance, a d'siah may break if used in combat against foes wearing armor. If the wielder's player botches an attack roll against an armored opponent, the player must roll the blade's Gnosis rating against a target of 6. The blade snaps if the roll fails. The flint blade of a d'siah cannot be repaired; the character must find another knife, or craft one by painstakingly knapping the blade, preferably from Egyptian flint. The skill to form such a long and curved blade was rare even in early times; much of the art was lost long ago when bronze became common. Today, Silent Strider Kinfolk, archeologists and survival hobbyists keep the skill from dying out completely, but the d'siah has become rarer with every generation. Many Striders instead carry a jambiya, the metal descendant of the crescent blade, which can take considerably more punishment.
- Jambiya - Level 3, Gnosis 5
- Universal Message Tube - Level 3, Gnosis 6 - A common service provided by the Silent Striders, particularly the Wayfarers camp, is smuggling. No matter if that smuggling i information, or precious objects, or people, the Garou have again and again counted upon Silent Striders to move things from places they shouldn't be to other places they shouldn't be. To help with this, the Universal Message Tube was created, and has become not just a useful tool of smuggling but also one of the tribe's best espionage weapons. Created from hardened leather, the Message Tube is small, simple letter holder with a stiff cap, and bound with a turtle-spirit. When activated, the Message Tube can hold any single object that is smaller than the Silent Strider carrying it is in Homid form, and once activated a second time the object can be extracted. This was originally designed to help smuggle out treasures and the like, but also quickly became incredibly useful for smuggling things into places as well. Objects kept inside the Message Tube will not set off metal detectors, and are more or less undetectable. Combined with a klaive or a d'siah, the Message Tube is a prefect way to conceal an assassin's approach.
- Bes-por-Numin: Bundle of Jackal's Laughter - Level 3, Gnosis 7 - This is literally a bag of good luck in the form of golden sand. An activation roll creates a small quantity of sand in the bundle. If this sand is sprinkled on a character, the player may reroll any failed roll he has once during the duration of the scene. Only one does of this sand will work per moon phase. The sand vanishes ten seconds after it is removed from the bundle.
- Mirror Blade - Level 3, Gnosis 7 - The Silent Striders have a constant interest in the spirit world in both the Dark Umbra and the Penumbra. The mirror blade has arisen as a means of defense against those spirits that often dog their heels. A long thing sword made from mirrored metal, the mirror blade is bound with a jackal-spirit and kept as polished as possible at all times - not always an easy task on the road. When activated, the blade begins to reflect light brilliantly, far more than normal. Against flesh-and-blood enemies, it's more or less worthless. It does standard damage for a sword, far less than what a Garou can wreak with claws and teeth. Against spirits, however, it is impressive. When it shines, it reveals spirits in the Penumbra surrounding the wielder, and the wielder can strike the spirits with it. The first strike against a non-materialized spirit with the mirror blade is at a difficulty equal to the local Gauntlet. If successful, the mirror blade does normal sword damage to the spirit and automatically pulls the Silent Strider into the Umbra. At this point, most sheathe the sword and rely on claws and teeth.
- Cheops' Brick - Level 4, Gnosis 5 - This brick not actually come from the pyramid of Cheops, but the name has stuck. In any event, Cheops' Brick, when placed in the center of a campsite which is then warded against evil by a competent Theurge (Rank 2+ Rituals Knowledge 3+, one hour's time to draw the warding glyphs), will manifest a mystical field warding against creatures of the Wyrm (including Followers of Set). Such creatures must make a Willpower roll (difficulty 8) to penetrate the ward and must subtract two from all Dice Pools if they do penetrate it.
- Mask of Assanbonam - Level 4, Gnosis 5 - This interesting fetish was brought back by Strider travelers to sub-Saharan Africa. It is an oblong ebony mask carved in the shape of a leering demonic visage. Its power may only be invoked on a moonless night. The mask allows the wearer to become an insubstantial wraithlike creature seemingly made of smoke - except for the mask, which not only remains substantial, but becomes animated. The wearer may fly at double ground speed. He may not manipulate objects, but may hold them in the mask's mouth. The wearer may use the mask to bite in combat, inflicting damage as a Hispo. Finally, because the wearer is mostly insubstantial, any dodge successes scored by the wearer count double (i.e., three dodge successes effectively act as six). These effects last until he removes the mask, or until daybreak.
- Tanzut: Stalk the Heart - Level 4, Gnosis 7 - This is an Egyptian wand which will lead the user to the location of a vampire's heart - whether it is in the vampire's body or placed elsewhere, such as a Setite's heart. A successful activation roll must be made. Tanzût has dedicates this item to herself and can summon it with her Gift.
- Tanzut: Sword of the Avenging Son - Level 5, Gnosis 6 - This Egyptian sword is very old. A spirit from ancient Egypt resides in it, seething with hate for the Followers of Set who destroyed its homeland. Against Setites, this sword doubles its damage Dice Pool once activated. This is dedicated to Tanzût and she can summon it with her Gift.
- Zosho Alemein: The Ankh of Ptah - Level 5, Gnosis 7 - The Ankh was a present to Zosho from the caern totem. It grants her a continuous Attunement with the caern grounds, as well as the ability to do Mindspeak with any of those within the caern. These powers require an activation roll with three successes or the expenditure of one Gnosis point per use.) The Ankh will also automatically draw het into the Umbra if someone attacks her in the Realm, and it enables her to step sideways without need of a reflective surface. Ptah has hinted that it has other powers, but has been quiet about them. The Ankh serves as her badge of office as well as her fetish.
- Owl Talon D'siah - Level 5, Gnosis 7 - Only two of these ancient flint blades are known to survive in the modern day. 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. 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, a blood point is 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.
- Mummy Amulets - Level 5, Gnosis 8 - Striders have long fostered alliances with mummies, and a few have been bequeathed mystic amulets by their mummy companions. A mummy amulet raises a particular Attribute to 6 (in Homid form; other forms adjust accordingly) while it is worn. Each amulet is dedicated to one Attribute, and one only. Wearing one of these amulets for more than a scene at a time affects a Garou adversely, often driving him into Harano for weeks at a time. Some also whisper that when a Garou dons an amulet, he makes his presence known to the Bane Mummies. These are among the most prized of fetishes, especially since no Garou knows how to manufacture them. Those who let a mummy amulet fall into the hands of a vampire or mage of any sort immediately lose two points of permanent Wisdom Renown and one point of permanent Honor.
Silver Fangs[]
Which tribe has more fetishes than any other? The Silver Fangs. The sense of propriety and traditions throughout the tribe means that they rarely, if ever, release a spirit from a fetish, preferring instead to pass them down to their cubs. Not are fetishes often lost to the tribe. Epic tales tell of Silver Fang heroes who venture into great peril to rescue the fetish stolen from the dead body of an ancestor or packmate. In some of these legends, that Garou likewise falls in his quest, and his child or packmate picks up the task. And this attitude brings great respect among the spirits for Silver Fangs Theurges, and many practically beg to be enshrined forever within a Silver Fang klaive, ensuring a steady stream of new fetishes.
Since they take such pride in their fetishes, Silver Dangs often construct fitting cases or sheaths for their fetishes. Usually this casing is passed along with the fetish, and the first things the inheritor is expected to do is properly inscribe their predecessor's tale upon the case. Since thus can happen across many generations, large tellings of their deeds, and each owner afterwards gets progressively smaller writing as space runs out. Few Silver Fangs see this as improper.
See also Grand Klaives here and Klaives here.
- Kulos Hail-Tongue: Cloak of Midnight - Which grants him the Shroud Gift, usable at will.
- Kulos Hail-Tongue: Pouch of Spirit Medicine - Which grants the Mother's Touch Gift.
- Sceptre of the Impergium/Delirium - This beautifully ornate sceptre, intricately carved with scenes of an old world forest, is a weapon of power for the Silver Fangs. This rod is rumored to be truly ancient, a relic of the Impergium. It is typically carried by the high marshall of a Silver Fang war party. When this weapon is used on an enemy, the effects are the same as the Delirium against one of human kind, except that everyone is affected with a minus two modifier on the effects chart. This effect extends to all creatures - none are immune. This weapon is just as effective when used against a Bane spirit as it is against a Pentex employee. The sceptre affects all enemies within a 25 foot radius. The Children of Gaia warn against the use of this weapon, for they claim it is cursed. They say the Delirium is a curse against the Garou for the arrogance of their actions during the Impergium; this sceptre represents that curse, and to still use it will bring doom upon the Garou. The Sceptre of the Delirium is approximately five feet in length with a circumference of about four inches. It is capped by a dull gray spiked ball similar to the head of a mace.
- Charlotte "Keeper-of-the-Key" Lee: The Key - Level N/A, Gnosis 7 - Those who know of the Key believe it opens a heavily warded jewelry box which holds a pathstone taken from Sokhta's realm. Charlotte knows the truth, as handed down from her father as his last bequest. The jewelry box is a myth and the Key itself is the pathstone, perhaps the greatest, gifted from Sokhta herself to the Garou Nation. The Key has many powers, the least if which is to conceal its true nature to any but those who already know it, and to open a moon bridge from where the wielder stands in any realm, to any caern with a pathstone, without prior linking and regardless of distance. Charlotte also believes the Key is the foundation beneath all Moon Paths, and will reveal its true power during the Apocalypse, when the Wyrm's forces attempt to separate the Garou from one another and cut off their access to the moon bridges.
- Roshen One-Arm: Severed Arm - Level Special, Gnosis 7 - This is Roshen's old arm, turned into a fetish. It is a Crinos form arm that Roshen uses as a club. It delivers St+2 Aggravated damage when it hits.
- Loba Carcassone: Images of Hope - Level 1, Gnosis 3 - These are photographs of beautiful natural places, places full of Gaia's energy. Spirits of harmony have been bound into the photos. Loba gives these to children, calling them pictures of the child's "special place." "Whenever you are sad or lonely, look at the picture, and you will know that there is a place for you somewhere." Gazing on the picture will raise the spirits of the viewer and negate the Gift: Disquiet.
- Kolya Blood-of-Iron: Balm of Restful Sleep - Level 1, Gnosis 4 - In a testament to how driven and skilled he really is, Kolya created this fetish after sustaining his apparently incurable wound, The balm allows him to remain in Glabro form even as he sleeps; without it, he would surely slop into Homid form and die from his injury.
- Viktor Zemtsov: Eye of Luna - Level 2, Gnosis 4 - This fetish allows the Gatekeeper to contact the Falcon when he is in doubt about whether to allow a Bridge to be opened. The stone will simply change color depending on the answer.
- Brooch of Fathers - Level 3, Gnosis 5 - The Silver Fangs often indulge in the practice of creating fetish heirlooms, passed down through family or mentor to student lines. The Brooch of Fathers embodies this notion better than any other, however. Handed down at death to its new owner, the Brooch takes the natural connection of the wearer to hos forebears, and embodies their legends in the wearer's image. Though small physical changes, body language and instinct, the Garou resembles the ancestors she is connected to. In game terms, the Brooch works fairly simply. When activated, the Silver Fang's Ancestors Background rating is added to his Pure Breed for the remainder of the scene. As both a symbol of memory and a guardian of the underworld, an owl-spirit is bound into this fetish.
- Wind Whistle - Level 3, Gnosis 5 - In Russian folklore, the wind is often associated with evil people who blew whistles and were on occasion suspected of summoning up the wind. Those tales are simply Delirium-twisted memories of this fetish. A single, long blow on this whistle will summon a freezing cold wind, laced with snow. It will cover the tracks of the werewolf using the whistle, and his pack if appropriate, while chilling the bones of any pursuers, costing them one die from every roll while they continue to pursue the owner of the wind whistle. The effects of the whistle last for one hour. The Garou make this fetish by binding a wind elemental into a whistle carved from the bone of an animal that died of the cold during the winter months.
- Latyr Stone - Level 3, 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.
- Crystal Javelin - Level 4, Gnosis 8 - The word of the righteous shall be as law, and the actions of the Silver Fangs will ring out with the divine right of kings. Falcon's tribe has held their might and leadership over the years - not by tradition, but with the blessing of Gaia, Luna and Falcon. And while the grand klaive remains the greatest symbol of office, the Crystal Javelin retains great popularity in many quarters, particularly among the descendants of the Roman Silver Fangs that walked among the Patrician families. Despite the name, most of the fetish is made from wood, but the head is made from a transparent substance. The spearhead need not be crystal; some fetishes boast heads of pure diamonds while others are made of glass. Into this is bound a Lune. When activated, the Lune fills the head with her moonlight and it turns to silver, causing it to do unsoakable aggravated damage to Garou and many Fera. Much like grand klaives, some are bound with a second spirits, in this case nearly always a spirits of Rage or war. (Those with a second spirit bound into them do aggravated damage to anything, and are Level Five, Gnosis 8.) In addition, the head of the javelin shines with stunningly bright moonlight. Any attempts to strike someone wielding the Javelin are made at +2 difficulty. If thrown, the Javelin releases a blast of pure white light when it lands, and anyone in the area who cannot make a Wits + Alertness roll (difficulty 7) is blinded for one turn. The Crystal Javelin does damage as per a spear.
- Soldier's Bag - Level 5, Gnosis 7 - There is an old Russian tale about a soldier who was given a sack that could and did capture anything. With a single harsh command, any creature, no matter how foul would find itself helpless against the urge to rush within. It is possible the "soldier" was one of Gaia's warriors; or perhaps one of them heard the story and was inspired to make a bag like his for himself. If the latter tale is true, then the werewolf who chose to follow in the soldier's footsteps should have listened to the whole story. In his arrogance the soldier made Death fear and refuse to take him, Hell reject him, and Heaven never forgive him. No Garou yet has so far damned himself to wander the Earth eternally, but then none yet have tried to capture Death itself. The first to try (and surely some poor fool soul is saving a Soldier's Bag for the day they meet) will be very unready for a highly painful eternity of not dying in the vengeful grasp of the Wyrm's talons. A Garou who holds a Soldier's Bag can activate it with a yelled command to anything that he can see, and very few will be capable of resisting the pull within that ensues. Other shapeshifters may defy the bag (with a successful Gnosis roll, difficulty 7), by being both spirit and flesh, as may fomori. Drones, and gorgons; creatures without Gnosis must roll Willpower, difficulty 9. Spirits roll Gnosis, but at difficulty 9. The most common use of the bag is to capture a spirit to force a single favor out of it. This can take the form of one of the spirit's charms, or it can amount to a quest performed on behalf of the character. But those who extort favors in this fashion should be very careful indeed. To coerce a spirit into aiding him, the Garou must roll Charisma + Intimidation. The difficulty is only 4, since the Bag grants the Garou a considerable amount of leverage. But if the roll fails, or, even worse, botches, then the Garou must choose between never again opening the bag, or opening the bag and facing the wrath of the spirit trapped within. Storytellers should feel free to come up with imaginative ways for this to happen, and should also not feel afraid to have spirits who are forced to perform tasks also try to find ways to gain revenge at some point down the road. In effect, any player taking this fetish is giving you a free license to introduce new antagonists whenever he uses it, so take the opportunity. The Soldier's Bag is bound with the spirit of any predatory animal. Wolves are particularly favored.
- Helm of Svyatogor - Level 5, Gnosis 8 - Svyatogor, a giant of Slavic myth, serves as perhaps a very sad (but perhaps apt) analogy for the modern Silver Fang tribe - once a great giant warrior, now tired, old, and fading away. Regardless of the validity of the metaphor (which many Silver Fangs would no doubt like to contest), this helmet hearkens back to his glory days, and many Silver Fangs find comfort in its presence. When wearing it, they too sweep away the clouds when as they pass, at least metaphorically. Lights flicker as they enter rooms, gusts of wind burst through windows in the dead calm, and all who feel its presence are filled with a sense of its powerful might and, should they be the enemy of the Fangs, of dread. In effect, once activated this fetish created a Delirium like effect even in other Garou or supernatural creatures. The fetish rolls its own Gnosis (difficulty 7), and anyone within sight of the helm must roll Willpower (difficulty 8 for those the Silver Fang considers enemies, difficulty 6 for those she considers allies). Should the defender roll fewer successes than the fetish, they suffer from the effects of Delirium. Start at 10 ("No reaction") and move down the chart one for each success the fetish scores above the defender. Naturally, the helm is capable of changing shape to fit a changing Garou head. This fetish is sometimes bound with a Silver Fang ancestor-spirit, or more commonly with the spirit of a great Wyld beast, defeated in single combat by the fetish maker. Helms of Svyatogor are considerably rare.
- Grimfang: Soulstone - Level 5, Gnosis 8 - The soulstone allows Grimfang to look into the soul of any other Garou. By using the stone, Grimfang can tell when someone is not speaking the truth, what their plans are, what their dreams are, and the source of their deepest fears. The only drawback to this fetish is that it will not work on Silver Fangs.
- Cries-at-Night: Luna's Vengeful Spirit - Level 5, Gnosis 9 - This spiked collar not only prevents others from grabbing the wearer's throat, but when worn and invoked under the light of the full moon, it turns the wearer into a fighting machine of silver, much like the Gift: Luna's Avenger. In order to attune to it, the Garou must permanently give up two points of Gnosis, and the fetish may not accept the Garou even then.
- Chases-Street-Demons: Twin Swords of Lothair - Level 6, Gnosis 8 - This pair of twin swords must be wielded Florentine style. If either is used separately, it will bury itself in the ground up to its hilt. The swords cause aggravated damage, store up to 8 Rage within themselves and can act like the Gift: Clap of Thunder if they are crossed in the air above the head of the wielder.
Skin Dancers[]
Normally, to create a fetish one must first practice the Level Three Rite of the Fetish. The Storyteller should take liberties with Skin Dancers, their fetishes and fetish creation rituals - as most (if not all) will be created with the assistance of Wyrm minions and Banes.
Although extremely difficult for most Kinfolk to use due to their lack of higher levels of Gnosis, there are a few optional fetishes that Skin Dancers (or disgruntled Ronin allies) might find useful in their arsenal.
- Remembering Remnant - Level 1 (Special), Gnosis 8
- Goblin Eye - Level 3, Gnosis 5 - This fetish is normally created using a pair of face-fitting sunglasses or protective goggles. The goggles are smoke completely black by the soot release from the burning of a wolf cub skeleton and then bound (normally forcibly or via blackmail) with an owl-spirit. When activated, the wearer of the goggles gains the ability to track Garou movement via residual traces of their Gnosis signatures through virtually any terrain - untamed or urban - and even water. However, this fetish will not allow its wearer to track a Garou camouflaged by supernatural means.
- Meatsuit - Level 4, Gnosis 6 - This fetish is normally created from the patchwork "practice stich" suits of human flesh that are used by a few potential Skin Dancers to perfect their mastery of the "art" of flaying and tanning the hides of large creatures. The Meatsuit is woven with authentic catgut, preserved and tanned in a baste of human fat, and finally bound with a Bane of deceit once complete. When activated, the wearer assumes the appearance, manner, heigh, weight, build and even eye color of a various combination of the victims who once inhabited the flesh quilt. Genetic details such as hair, alive, and fingerprints also change. The number of total hours that the Meatsuit can maintain the charade is equal to the wearer's permanent Gnosis rating.
- Supplicant's Compass - Level 4, Gnosis 7 - The supplicant's compass is a fetish that takes the form of a small iron needle with a length of cord tied around its middle. If the needle is moistened with the blood of a shapechanger, it will point out an Umbral path to the spirit world lair of that shapechanger's patron totem (tribal, personal or pack). These fetishes are rare as few totems take well to being called upon without warning.
- Moon Trap - Level 5, Gnosis 7 - This fetish is created through the use of a normal wolf or beat spring trap. The trap is bound with a corrupted Lune and then plated in sterling silver. The full effects of the trap are determined by the phase of the moon that the trap is created under. Any Garou unfortunate enough to spring the trap takes 4 health levels of damage (treat as silver); however if the Garou's auspice matches the moon phase in which the fetish was created, she also loses all of her temporary Gnosis.
Stargazers[]
The Stargazers retain most of their tribal fetish culture, which is shockingly limited. The tribal philosophies have traditionally focused on inner strength as opposed to a reliance on material things; what few fetishes the Stargazers made were usually aids to meditation or objects designed to ward off baleful influences. Fetish weapons are essentially unknown among the Stargazers, who have always been the strongest proponents of using the body to its full extent in combat, not unreliable and limiting tools. Few Stargazers use fetishes, and even fewer make them; it is a practice peculiar to the tribe, but one that at least fits comfortably within the overall society of the hengeyokai.
See Ancestor Fetishes and Hengeyokai Fetishes for additional Fetishes for use.
- Accolon: Black Bowl - A 6' diameter obsidian bowl that reflects the stars and brings him prophecies. This bowl must be specially tended in order to remain powerful, and if Accolon dies it will be lost forever to the Garou.
- Kamura's Claw - A great fetish that is now lost.
- Orb of the Umbra - This Stargazer artifact has been considered a blessing by other tribes when it has been used in battle. The item is perfectly spherical with no blemishes. It constantly draws and reflects even the faintest ambient light around it; the internal colors are constantly in flux. When the item is brough into use, it acts as a portal to the Umbra, forcibly drawing in all Bane spirits within a 50 foot radius. All Bane within this area of effect must make a successful Gnosis resistance roll to avoid this fate. Those Banes who are unsuccessful are unable to return to the battlefield.
- Gabriel Shining-Gold: Spirit Stones -Level 1, Gnosis 5 - Three small stones in a leather pouch. Successful activation grants the user the Gift: Spirit Speech for one scene.
- Lantern Riddle - Level 1, Gnosis 7 - If a Stargazer binds a Chimerling into a red Chinese lantern, she can create this fetish. When activated, the light of the lantrern (which glows of its own accord) throws up a riddle lettered in shadows upon the wall. This riddle can be read by anybody, regardless of any language barrier that may exist. All who see the riddle must make Willpower rolls (difficulty 8) not to try to solve it. The riddle can be solved by a Wits + Enigmas roll (difficulty 8). During that time, those attempting to puzzle out the shadowy conundrum may not act, except to defend themselves. The power of this fetish lasts for an entire scene (or until the riddle is solver, whichever comes first).
- Jacques Lapointe: The Red Sash - Level 2, Gnosis 7 - This is an ornamental red sash with gold pictograms woven into it. It was given to Jacques by an Asian Stargazer before he left the East. Whenever Jacques is dodging attacks, it will increase any opponent's attack difficulty by one due to the distracting colors.
- Tiger Bells - Level 2, Gnosis 7 - This fetish is a set of tiny bells, often square and gilded ornately, and are often worn around the wrists of Stargazers on a leather cord. They were once used to calm wild animals by the court magicians of India and China. Now, they serve a similar though slightly different purpose. The Stargazer binds into the bells the spirit of calming wind or soothing waters. Upon activation, the Stargazer may rattle the bells to calm and practically immobilize all spirits within a number of yards equal to her Gnosis. All spirits affected have their movement reduced by three-quarters ad may not initiate attack on the Stargazer or on anything or anyone else. Spirits may defend, however, if attacked.
- Phurba Dagger - Level 3, Gnosis 6 - The phurba is a weapon common among both the Demon-Eater camp and the Trance-Runner camp, as this weapon originated in Tibet and was utilized predominantly by both groups. However, many of them exist outside of these camps and can be used by any Stargazer. The dagger has a long handle and a short, flat blade. The handle is decorated with many angry and terrifying faces. The blade is often inscribed with prayers invoked against evil. It was meant as a weapon of exorcism, but also serves as an able dagger against any opponent. The weapon does the wielder's Strength in aggravated damage (as a fetish knife), except against demons. Against demons, the weapon does Strength + 3 aggravated damages. On an attack roll that gains three or more successes, the blade drains a single Willpower point from the target. To create a phurba, a Stargazer must bind into it a spirit of suffering or sorrow.
- Mandala - Level 3, Gnosis 7 - Many Stargazers devise their own mandalas, personal portraits of their inner symbology designed in a symmetrical circle or square. Such an image is a powerful meditational tool. Each Stargazer must make his own; using another's mandala provides no benefit. Once activated, a mandala will restore one point of lost Willpower and allow a meditation roll to restore Gnosis with a difficulty of only 7. Such powers can be used once per day.
- Chien Sun: Sticks of the Sea Wind - Level 3, Gnosis 8 - A pair of combat sticks that must be wielded in tandem; if the user waits till the end of the round to strike, he receives a bonus strike without a reduction of his Dice Pool or an expenditure of Rage. The user has his normal Dexterity + Melee Dice Pool for this attack. Rage cannot be spent in the same round that this power is used. Damage is Strength +2, but the damage is not aggravated.
Uktena[]
According to legend, fetishes are the bones of the Triat, shattered and fallen to Earth in their struggles against each other. When those first bones fell to the ground, the purest example of raw primordial spirit turned into material reality, the three brothers gathered them among themselves and sorted the bones between them. Each brother took responsibility for the care of one set of bone fragments. Uktena, the oldest and most careful of the brothers, took the Wyrm's bones for himself. Croatan took the bones of the Weaver, and Wendigo the bones of the Wyld. Over time, each brother learned how to make more of these bones themselves, and thus were fetishes born.
The Uktena don't dabble in forcing Banes into their own fetishes, but they're the only tribe who'd dare on any large scale. Even fetishes with Wyld spirits tend to be soaked in blood and incorporate bone in their design. By their legend, they have a mandate to do such, to protect the bones of the Wyrm and keep them from Gaia's enemies. Unsurprisingly, those who steal Uktena fetishes suffer especially horrible deaths.
See Special Items for additional Fetishes for use. As well as Klaives for the "Dragon Klaive."
- Standing Rock: Beard of the Grandfather - This is a caern fetish.
- Anna "Eyes-of-the-Sun" Pelfrey: Boots of the Stag - Which grant Speed of Thought and Leap of the Kangaroo.
- Luther Lynch: Lodestone of Insight - If the wielder scrawls two choices into the dirt and holds the stone above the two choices, the stone will be attracted to the one with the most potential success). He also has numerous talens, but none are very powerful.
- Hot Eye: Staff of the Mule - When wielded by a metis, this oaken staff acts as a Silver Sword (Klaive).
- Clifford "Son-of-Orion" Lee: Stick Figure of the Wendigo - Which grants him various Gifts of the Wendigo tribe, usable once per day.
- Standing Rock: Tanawha’s Feather - This is a caern fetish.
- Wand of Ashes - This artifact of the Uktena is a potent bringer of flame. It was created for the express purpose of destroying Kindred and has succeeded brilliantly. It is rumored that the wand was forged from the lava fires of Mount Vesuvius at it destroyed Pompeii. The Wand of Ashes delivers a gout of flame and inflicts two wounds with a difficulty of 8 to resist. The only restriction is line-of-sight. The Storyteller should be warned: the Wand of Ashes can be just as deadly to Garou as it is to Kindred. The wand appears as a gnarled and charred piece of wood about 15 inches in length with no special markings of any kind.
- Jar of Secrets - Level 1, Gnosis 5 - An early version of a tape recorder, 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 pit received them. Once repeated, the message is lost. If the activation roll botches, the jar shatters. Spirits of wind or echoes are bound into this fetish.
- Lie Finder - Level 1, Gnosis 6 - This fetish is typically made from the beard of an adult male turkey. The owner uses it by pointing to the subject (who is within speaking distance) and succeeding in a Gnosis roll. The effect lasts until the user stops pointing the fetish at a given person. If successful and the target deliberately lies, one of the bristles snaps off and falls to the ground. When the last bristle breaks off (and there may be several dozen), the spirit is freed. A spirit of truth or honesty is bound into the fetish.
- Eagle Claw - Level 1, Gnosis 7 - See Above to Croatan Section.
- The Bones - Level 2, Gnosis 5 - The bones of the Croatan or Uktena skeletons of the Roanoke Collection are imbued with magical energy. Whenever a Wyrm creature comes within 25 yards of them, they will begin to rattle and shake. The skeletons do not have to be intact to do this; even two bones are dormant now, but if a Garou were to attune herself to them in the museum, they would begin to rattle violently, as the presence of the fomor guards and Scrags sets them off.
- Dance Mask - Level 2, Gnosis 5 - See Above to Croatan Section.
- Porcupine Quill - Level 2, Gnosis 5 - See Above to Croatan Section.
- Snake Bow - Level 2, Gnosis 5 - This finely crafted bow has the skin of a rattlesnake 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 rattlesnake spirit empowers this fetish.
- Tjinderi Knowing-Smile: Tiddalik's Bone - Level 2, Gnosis 6 - A Water-spirit is bound into this Bunyip bone. The holder of the bone is guided to the nearest supply of fresh water, even if that water flows underground.
- Uktena Scale - Level 2, Gnosis 6 - Those whom Uktena favors may find a reddish or whitish triangular scale (thumbnail-to palm-sized) with a razor-sharp edge - a castoff from the side of an uktena. By giving it the merest taste of his own blood (a Damage-less nick) and succeeding on a Gnosis roll, the owner may make any Enigmas rolls at -2 difficulty for the remainder of the scene. In addition, feeding the scale allows the bearer to shift (even partially shift) at -1 difficulty for one turn per success on the activation roll. When activated, it shimmers and sparkles like fire. Because finding one is never considered happenstance (and no Uktena in her right mind would challenge for the scale), the Uktena is marked as watched by the totem spirit, receiving a temporary point of Honor. Those who betray that favor suffer in tragic but intriguing ways. Once the owner dies, the scale loses the above abilities. However, it may be used for a different purpose by anyone who knows the proper ritual. The new owner must take splinters from a lightning-struck tree, light it from a natural source (including flint or friction but not matches or a lighter) and burn the scale. Wrapping remaining coal (which is gray or black and always has a reddish glow in the center) in a piece of deerskin grants the bearer +1 per two successes on a Gnosis roll on any hunting or tracking roll. The effects last for a scene. However, the fetish must be hung outside in the woods when not in use, for its energies poison those unlucky enough to be indoors in its presence (one level of Aggravated damage per hour for being in the same room, per two hours in an adjacent room).
- Flint Arrow Shirt - Level 2, Gnosis 7 - This armor shirt is made from a hundred or more stone arrow and spear heads, held together by sinew and plaited hair. When active, it allows the wearer an additional soak die per success for one scene (including silver). In addition, activation causes a layer of clear ice to form around the flint, offering similar protection from the effects of fire and intense heat. A flint spirit and an ice spirit are both required to empower this fetish.
- Scarification - Level 1 or 2, Gnosis 5
- Story Bag - Level 3, Gnosis 5 - See Above to Croatan Section.
- Bane Water Bag - Level 3, Gnosis 7 - The Gauntlet is, in a way, a mixed blessing. Granted, you can't attack Banes unless you're capable of crossing the Gauntlet, but neither can they attack you unless they're capable of materializing. The trick is in properly judging when it's safe to step sideways and when you're better off remaining in the material world. The Bane Water Bag is designed to aid in these decisions. Bane Water Bags are created from any slightly porous fabric, with long drawstrings at the top, and are bound with a Bane. Once filled with water (often scented with various plants), the Bag is activated and swung gently around the body holding the drawstrings in much the same manner as a censer. As the water drips and falls from the bag to the ground, the ground ripples in the same way as drops of water cause ripples in a lake. Should there be a Bane in the area on the other side of the Gauntlet, then ground will ripple all the way between the fetish user and the Bane, and the ground will crash in a wave as it reaches the target. This doesn't reveal the Banes, nor does it offer any information about the Banes other than their locations and a rough approximate of how many there are. The Bane Water Bag has a range of twenty yards.
- Kooasca-Ki: Dreamtime Feather - Level 3, Gnosis 7 - This strange purple feather was found by Kooasca-ki in the caverns of Nullarbor Plain. It comes from the Dreamtime Bird and allows the bearer to see with opened eyes all things normally invisible to humans, including spirits and Dreamtime Paths.
- Moon Bow - Level 3, Gnosis 7 - A Moon Bow appears as a short or longbow of darkwood, 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 roll (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 on the moon's phase; use Rage roll difficulties, i.e., 8 for new moon, 4 for full); every two successes add an extra die to the attack roll for that shot. A Lune or other moon spirit empowers the bow.
- The Fist of Aranakol - Level 3, Gnosis 8 - The Fist of Aranakol is a red stone that weights a full pound and is attached to a thick rope. It is held in the hand and whirled on the ripe during combat, worn around the waist when not being used as a weapon. The fist allows the bearer to use the Gift: Sense Wyrm. It also inflicts aggravated damage on minions of the Wyrm (Dexterity + Meless, difficulty 7; Strength +1 damage).
- Spirit Axes - Level 4, Gnosis 6 - One of the more unusually crafted weapons among the Garou, this carved battleaxe or bladed war-club is a favorite among some Uktena. The blade is carved into three separate edges, and the axe is then bound with the spirit of any predatory animal. When used against most enemies, the axe functions normally. However, when attacking an enemy possessed by a spirit or ghost, the axe attacks the spirit directly, passing completely through the host and not injuring then in the slightest. This weapon can even cure fomori by destroying the Banes inside of them, however, the longer the victim has been a fomor the more difficult this is. For every month the victim has been a fomor, he takes one unsoakable health level of damage from any attack made with the Spirit Axe, up to a maximum of the total damage rolled. As the Bane firmly entwines itself into the host's soul over time, the less the Spirit Axe is capable of distinguishing between the two. Fomori who have been cursed for over a year are probably impossible to save using a Spirit Axe, since this host dies before the Bane does. By contrast, a Spirit Axe cannot exorcise the spirit possessing a Drone. Unlike the relatively clumsy combination of spirit and mortal that is a Fomor, a Drone is a highly efficient reworking of the mortal at the hands of the spirit. From the moment they are joined, they are one and the Spirit Axe cannot target the spirit directly.
- Spirit Dagger - Level 4, 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 (not dice) 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 roll (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.
- Elspeth Nametaker: Star Beads - Level 4, Gnosis 7 - This string of australite beads, or meteor fragments, is connected to the stars themselves. The bearer of the beads, when concentrating, can remover herself from a situation enough to discern the true intentions of others, as if she were a star in the Umbra witnessing the whole tapestry of interactions.
- Jubati: Tsansti's Blowgun - Level 4, Gnosis 7 - This 10 foot long blowgun once belonged to a local Uktena hero. It has some magical abilities associated with it: a range of 40 yards and a damage Pool of 5 dice, used for penetrating armor only. Jubatí has 15 darts.
- Jacky Gecko: Yongar's Wings - Level 4, Gnosis 7 - This is a throwing boomerang - with a spirit servant of Yongar, the kangaroo totem, bound into it. Any kangaroos brought down in a hunt with this weapon are considered to be gifts from Yongar to the tribe. The boomerang does Str +2 aggravated damage and will always return to its user.
- Runs-with-Ghosts: Spirit Brush - Level 4, Gnosis 8 - This small brush, when moved lightly over spirit paintings, calls the spirit depicted to the Garou with the brush. The spirit cannot resist the call, but is not obliged to aid the Garou.
- Bane Seal - Level 5, Gnosis 7 - The prisons that trap the Great Banes cannot contain their evil forever. The bindings weaken and fade unless a Bane Tender is standing guard. But there have always been too few Tenders, and even they must sleep or periodically find refuge from the Tainted energies lest they weaken and fall. The Bane Seal acts as the lock on the spiritual prison, giving the guardians an extra measure of security. This fetish varies in appearance. Some are simply slabs or rock carved with runes; others take the form of elaborate sand paintings. A powerful Weaver spirit is bound to the fetish. Although it rarely enters willingly, it can't go against its nature and is soon hard at work keeping the energy strands of the Bane prison ordered and strong. The Seal is set in an important location close to the Bane (usually on the ground above its resting place or at the mouth of the cave which traps it). Upon activation, the Seal must be fed Gnosis to sustain the spirit's strength - depending on the Bane's strength, it may require 5 Gnosis per month or even more (alternately, the Storyteller may rule that the Seal requires one Gnosis for every success scored in the initial binding). If not fed the proper amount, the strands of the prison begin to weaken until they fail. Some Garou bind spirits that can siphon spiritual energy directly from a caern (or a network of caerns), further safeguarding the Bane prison. Small wonder, then that the disruption caused by invasion or destruction of caerns resulted in the release of many great evils.
- Bane Lock - Level 5, Gnosis 8+ - This fetish most often resembles a sand painting or a small clay sculpture. Some look more like medicine bags, while others appear to be nothing more than strangely shaped or painted small stones. Bane Locks are used to capture powerful friendly spirits. Applied to Bane-prisons, the locks then act to counteract the strength of the Bane within them. In essence, the fetish creates a balance between the two spirits, holding each in check. To be effective, however, the Bane Lock must be worn or carried by a Garou willing to act as the Bane's keeper. Few Garou know of these powerful fetishes; those who do know rarely consider them "savory," for the friendly spirits bound within them are not always willing participants.
- Bathes-in-Blood: Kurdaitcha - Level 5, Gnosis 8 - The Kurdaitcha is a pair of shoes made of the blood and feathers of Dreamtime Birds. The shoes aid the warrior in battle allowing her to soak an additional die of damage per hit, as well as giving her blows ancient power, adding a die to each of her attacks.
- The Spear of Aranakol - Level 5, Gnosis 8 - The Spear of Aranakol is a powerful fetish once used by the Uktena to ward off Banes. This fetish inflicts aggravated damage. The spear has special powers against Banes, allowing them to be attacked when possessing someone on the physical place. The possessed person is stabbed by the spear, but is not hurt at all, the Bane takes the damage. The fetish holder must activate the spear and roll Dexterity + Melee (difficulty 6) for this power to work. Damage is Strength +3.
- Bull Roarer: Croatan Song - Level 5, Gnosis 10 - This is one of the last surviving fetishes of the Croatan tribe. It is very dear to Bull Roarer; he keeps it secret from most of the tribe. Only in a hopeless situation will he remove it from hiding. It is a flute (must be in homid form to play) which, when blown, will play a song sung by Croatan Galliards long ago. Any Wyrm creatures hearing it will flee in terror - no roll required. This includes Black Spiral Dancers, who will additionally suffer Harano.
- The Crystal Skull - Level 5, Gnosis 10 - The history of the Crystal Skull is long lost, but the powers of the skull are many, and all of them are bad. The Crystal Skill is a prison for a powerful Bane: Shrawktoori the Reaver. The Reaver came to Roanoke Island with the first European settles and immediately set out to cause as much damage as possible while opening a pathway to Malfeas. Fortunately, Croatan and Uktena were there to fight it. Many a Garou died painfully in the battle. At last, however, the Reaver was captured and imprisoned within the skull of Wyrm-Striker, a Croatan Theurge destroyed by the Reaver when it first appeared. The Reaver still seeks to break free. The fetish has the following Gifts to bestow: Sight from Beyond, Feral Lobotomy, Mindspeak, Dreamspeak, Icy Chill of Despair, and Mindblock. Shrawktoori can hide its influence from most Garou, but those who gain five or more successes with Sense Wyrm will know not to trust the thing. Each time a character uses the powers of the Skull, Shrawktoori may attempt a Gnosis roll (difficulty 9). Twenty-five cumulative successes allow Shrawktoori to possess and corrupt the user. The possessed Garou will immediately attempt to free the Bane from his crystalline prison.
- Ulunsuti - Level 6, Gnosis 9 - The Ulunsuti is a rare, of not unique, object, for in order to get it, one of Great Uktena's most powerful children must die. On the forehead of an uktena is a clear crystal, large as a dinner plate and hard as diamond, with a blood-red streak running through the center from the top to the bottom. The powers ascribed to this stone are many, but chief among them is the ability to prophesy, seeing images of the future in the crystal "as a tree is reflected in the quiet stream." In addition, the owner is said to be able to see anywhere he can name, and even cast his eye into the distant past. He is also gifted with luck in his endeavors, so long as the stone's hunger is sated. But as with all such power, there is a price to wield it. The Ulunsuti must be given blood every seven days (half a pint - the blood of a small animal will do), which soaks into the stone and makes the streak shimmer. Twice a year, it must drink the blood of a large animal, such as a deer. Some wise men warn that the stone must never be given more than a little human or Garou blood, for it will learn to crave only that and accept no other kind. Since no one currently admits to having an ulunsuti, there is no way to confirm this. If the stone isn't fed properly, it flies through the air at night and drinks its fill from the owner or his people. In addition, it is rumored to allow only his owner to touch it, attacking anyone else who ventures within reach. When not in use it must be wrapped in a whole deerskin placed in an earthen pot and hidden in a dark place (a cave is preferable). If the owner intends to store it away for a long time, he must tell the stone he won't need it for a long time, and (hopefully) it will go to sleep; it must be fed before he again tries to use it, or it will drain his blood. When the owner dies, the stone must be placed upon his chest; otherwise the Ulunsuti hunts for him every night (presumably feeding as it does so) for seven years it may be awakened. If the Garou feeds it blood and successfully attunes it, he becomes the new owner (if the Garou fails, the awakened crystal goes back to sleep beside his bloodless corpse).
- Talismans
- Certain items have great spiritual significance for Uktena without being fetishes (in the sense of having spirits bound into them).
- Medicine Bag - This is a small (usually wallet-sized or smaller) pouch often made of deerskin, but the material could be anything natural. It contains items of significance specific to the individual who made it. Usually, this will include a bit of sage and some tobacco, but the rest is strictly up to the maker. Contents can include items taken as signs from a totem, a pebble from the home place, a feather from the first kill or the bullet that had the good fortune to miss the mark. The pouch becomes a powerful talisman for the owner. So long as he has it in his possession (either worn or carried) the owner gains a permanent point of Willpower. In addition, once per story, the owner may hold the bag and concentrate for a full turn to gain a temporary point of Willpower. Of course, there is a downside, for the psychological effect of losing the bag is tremendous. Besides the loss of the extra Willpower, the unfortunate loses another permanent Willpower until he retrieves the talisman (if the bag is destroyed, of course, the point is lost for good and must be regained through experience points and roleplaying). Anyone else who comes into possession of the bag receives a bonus of -1 difficulty to affect the owner with Gifts or rites. Though there is no spirit bound into the bag, it does acquire a spiritual resonance over time. Players are encouraged to detail what they carry in their bag, adding to it when appropriate. The Storyteller had the option of allowing additional powers for the medicine bag (making it easier to contact totem spirits, for example).
- Medicine Bundle - Medicine bundles are highly valued by the septs that have them. These consist of a series of items, including bags of herbs, pelts, skulls, wands, claws, crystals and other sacred objects and tools. These are then wrapped in a blanker, pelt of bag. The items are usually seen in a dream or vision and gathered together to create the bundle in a ritual. While the bundles are considered spiritually alive and not owned by anyone, a keeper is given the honor of caring for the bundle. Medicine bundles have several qualities. First, holding the bundle makes dealings with Gaian spirits easier (-1 difficulty to Gnosis or Social rolls). Furthermore, each bundle is dedicated to a certain purpose. For example, bundles may aid in healing (giving a bonus to all healing-related rolls), protection (improving the bearer's luck), or Umbral travel (providing a bonus to Enigmas rolls dealing with following the proper path or staying oriented). However, most medicine bundles are designed to improve success with a receptacle for a bound spirit, they do become spiritually active, and are thus treated with great respect. They tend to become more powerful with age if treated properly. Losing one leaves a great black mark on one's reputation.
- Certain items have great spiritual significance for Uktena without being fetishes (in the sense of having spirits bound into them).
- Talismans
Wendigo[]
Wendigo fetish-makers often go to extreme lengths, searching for weeks for the perfect wood for a bow, or on lengthy spirit quests to find just the right Wyld-spirit. To do less would be to forsake their duty. As such, fetishes are extremely precious within the Wendigo tribe and are nearly always heavily decorated. Even non-weapon fetishes are usually given names.
See Natural Fetishes and Special Items for additional Fetishes for use.
- Buffalo Spear - This Wendigo artifact was created long before the white man ever discovered the new world and has been the symbol of Wendigo pride for generations. The Buffalo Spear is nearly six feet in length with a broad, blunt head and a shaft wrapped entirely in buffalo hides. The spear is very heavy, bit not unwieldy. When thrown, the Buffalo Spear nearly always strikes its intended target. The wielder receives five extra dice to her attack Pool. When this weapon hits an enemy, it does two extra dice of damage due to its weight. The weapon is primitive, but formidable, not unlike the Wendigo themselves.
- Medicine Bags - Level and Gnosis variable - One of the most common fetishes among the Uktena and Wendigo are medicine bags. A very simple fetish, medicine bags are small leather or cloth pouches filled with specially treated crushed plants. Neither the bag nor the plants are in themselves the fetish, but rather both of them together hold the spirit. Should the bag be ruptured, the fetish is destroyed. Most medicine bags are worn around the neck. Medicine bags are used for a wide variety of purposes. A medicine bag containing peyote and bound with a water-spirit or Glade Child can be used to induce a sense of calm in the wearer (increasing the difficulty of all Rage rolls by 3; Level 1, Gnosis 5). Stuffed with woundwort and bound with a spider-spirit, it halves healing time (Level 4, Gnosis 8), while one filled with crushed water reeds and a lune causes the wearer to be conveniently ignored (reducing the difficulty of all Stealth rolls by 2 - Level 3, Gnosis 6). Finally, a medicine bag filled with corn and bound with a crow-spirit reduces the difficulty for all Physical rolls except attack rolls by 2 (Level 4, Gnosis 6). In most cases, medicine bags' effects last for one scene.
- Wild Rice - Level 1, Gnosis 5 - This fetish created with wild rice can mystically heighten fertility, increasing a female Garou's chances to conceive and continue the Wendigo bloodline. Stalks of the rice can be gathered into a small bundle, braided together, and bound with a thread or leather thong soaked in her menstrual blood; or the ripened kernels of rice can be shaken free of the stalks and gathered into a small pouch, tied around the werewolf's neck with the same blood-soaked thread. Then the werewolf who wishes to conceive must bind a spirit of one of her female ancestors, an earth spirit, or another fertility spirit into the fetish. While it is activated, the Garou should not remove it from her person, especially not during sexual congress. The exact game effects are left to the Storyteller's discretion as to what is appropriate for her chronicle.
- Wendigo Dagger - Level 1, Gnosis 6 - Most Wendigo blade fetishes are carved from walrus tusks or other bone, impervious to changes in temperature, and frequently have a spirit bound within them by performing the Rite of the Fetish upon its first blooding. Wendigo blades are practical, razor-sharp, and not usually elaborate, although their hafts are often wrapped with a decorative thing or woven quill-pattern. The taste of fresh blood on a Wendigo dagger generally serves to awaken the bound spirit inside.
- Eagle Claw - Level 1, Gnosis 7 - See Above to Croatan Section.
- Storyknife - Level 2, Gnosis 4 - This fetish consists of an elaborately carved ivory knife etched with pictures of a totem animal honored by the individual preparing the knife. When activated by a Wendigo Daebaudjimoot, the knife assists the user's memory, aiding her in any activities involving Performance or Expression adding an automatic success to any rolls involving these Abilities. To create this fetish, the Garou must bind a spirit of the animal etched into the knife's surface.
- Dance Mask - Level 2, Gnosis 5 - See Above to Croatan Section.
- Porcupine Quill - Level 2, Gnosis 5 - See Above to Croatan Section.
- War Whistle - Level 2, Gnosis 5 - Crafted from the leg-bone of an eagle or other hunting bird, and usually decorated with porcupine quills or bright dangling feathers, a war-whistle contains a bound war-spirit of ferocious bloodthirstiness. Awarded by the Elders to a chosen battle-leader or war chief 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 allows to the fight; it also allows the user to immediately roll Charisma + Intimidation to intimidate all foes on the battlefield. The Wendigo using a War Whistle may ad 2 dice to his Intimidation dice pool for this purpose.
- Bird Stone - Level 2, Gnosis 6 - According to Wendigo legend, one great battle during the war with the Wyrmcomers was decided with the aid this stone. Outnumbered three to one, the Wendigo situated themselves in the middle of a dry riverbed, and waited for the enemy to attack. When the enemy charged, a Ragabash in the Wendigo pack hurled the Bird Stone into the midst of one pack, and the attackers were suddenly plagued by a flock of owls, hawks, buzzards and other birds. The other packs, surprised by the assault, found themselves split between attacking the Wendigo and aiding their allies. With their foes thus distracted, the Wendigo surrounded the three packs and slaughtered them with arrows, throwing axes, and finally tooth and claw. The Bird Stone is a polished flat pebble marked with two glyphs, one on each side. The first signals "prey," and the second "Predator." Into this stone is bound the spirit of a prey animal; mice, rates and possums are favored choices. When activated, the stone becomes an unmistakable beacon to any birds in the area (not just birds of prey), which flock around the area. Yet the birds will not attack whoever activated the fetish, which tells the birds that the owner is a predator rather than prey. Those in combat with the owner, however, have no such protection, and suffer -4 to all rolls while in the fetish owner's immediate presence.
- Iron Horse Walker: Spirit Broom - Level 3, Gnosis 5 - The spirit broom is made from the wing of an eagle, hawk or other bird. Sweeping a spiritually polluted area or person in the physical world with the Spirit Broom helps the user deal with the spiritual blight. It reduces the infecting Spirit's Gnosis by 2 and halves the time needed to complete the Rite of Cleansing.
- Spirit Net/Spirit Snare - Level 3, Gnosis 5 - This fetish comes in two different forms, a fishnet or a trapper's snare. However, it is not used to catch animals - it catches spirits. The Garou sets the trap as he normally would, but he must set it in the Umbra and then activate it. Spirits who wander over it must roll their Willpower in a contest against the snare's Gnosis; if the snare has more successes, the spirit is trapped. Once at least three hours have passed after setting it, the Garou may check the trap to see if he has any captives. Wendigo use this fetish to capture spirits and exact favors for freeing them (alternately, they place the spirits in fetishes). To create such a snare, the Wendigo must bind within it a Spider-spirit.
- Story Bag - Level 3, Gnosis 5 - See Above to Croatan Section.
- Partridge Wing - Level 3, Gnosis 7 - This fetish is made from the wing of a partridge bird, its feathers all completely unbroken and strangely 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.
- Sept of the Painted Sands: Tooth of the Wolf - Level 3, Gnosis 7 - Contains one Wolf's Tooth Spirit which may be invoked by the owner.
- Ghost Canoe - Level 3 (5), Gnosis 8 - This canoe is not necessarily a full-sized one; it is usually a small carving of such a boat. Once activated, it allows its bearer to navigate the Umbra as if he had the spirit Charm: Airt Sense. There are full-sized versions of this fetish (Level 5) that can carry a number of Garou and can pass through the Umbral landscape as if it were water. Once activated, one of these potent fetishes enters the Umbra when its user steps sideways. Activation lasts for one day; if it wears off, the fetish must be activated again to get it out of the Umbra. Any spirit with Airt Sense can power this fetish.
- Wendigo Shield - Level 4, Gnosis Variable - Heating a prepared piece of buffalo hide until it hardens to the thickness of an inch creates this signature fetish of a Wendigo warrior. The hide is then stretched over a frame of whalebone or antler for sturdiness, and decorated as the Wendigo sees fit. Usually buffalo shields are adorned with an assortment of furs, scalps, 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 Wendigo Shield adds 1 point to its wielder's Intimidation skill, and increases her soak by an amount equal to half its Gnosis. War-spirits are attracted to fearsomely decorated Wendigo Shields, with successes on a Dexterity + Crafts roll increasing the likelihood of attracting a powerful war spirit into the shield. However, an excessively decorated shield is cumbersome to wield, and costs the Garou who carries it a point of Dexterity. 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.
- Wahya-Ohni: War Paint of Wahya-Ohni - Level 4, Gnosis 5 - The Garou regenerates at twice the normal speed, healing aggravated damage at the rate of one Health Level for every 12 hours' rest. The difficulty of healing in combat is reduced by one.
- Cedar Bowl - Level 4, Gnosis 6 - A carefully fashioned bowl of cedar wood, as perfectly round as the full moon, cradles the spirits 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 bow 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.
- Stone Bow - Level 4, Gnosis 6 - Much like the bow of the legendary Gluskap, this warrior's weapon is sought after by many Ahrouns. It is a very strong bow made of stone, impossible to draw until it has been activated, after which it may be used only by the activator for the next scene. Its 240-yard range is twice that of a normal bow and, like a firearm, the user can add his attack successes to the damage dice pool - in addition to the normal 6 dice of damage the bow delivers (plus any extra for special arrowheads). It is said that these bows are made from the bones of giants who died long ago and whose remains can sometimes be found buried in mountains or caves (usually in the Umbra). War-spirits bound within power these fetishes.
- The Ulu of Arnaguatsaaq Chill-That-Waits - Level 4, Gnosis 6, Unique - Lost even beyond the remembrance of most ancestor spirits, this curved bone knife was a gift to Chill-That-Waits from Luna herself, aiding Chill-That-Waits in defeating the great monster Luumajuuq. The haft, tang and edge of the Ulu were one, created from a single piece of silvery bone, shaped to instantly and intimately fir the grip of its wielder, ever sharp and completely unbreakable. Bound within the crescent-shaped blade, it is told, was the righteous spirit of a Lune, dedicated to shedding her purifying light into any corrupted darkness. Some believe that the fetish knife contained, instead, an immortalized war-spirit that fought for Luna with extraordinary skill and fury. Or, perhaps, the two spirits were entwined together. Whatever power was confined within this woman's knife, though, allowed confined within this woman's knife, though, allowed Arnaguatsaaq to fight the Ice-Breaker and the monstrous bird Aipaloovik with the strength of ten. The Song of Chill-That-Waits says that when Luna is ready to aid Wendigo in a battle of vital importance to Garou, she will cause the Ulu to rise from its hiding place, and allow it to fall into the hands of her chosen, the mightiest female warrior worthy to follow in Chill-That-Waits' paw prints. Rumor has it that the Ulu has recently been found, which most elders consider to be a bad omen for the immediate future.
- Echo Maker (Maedawaewae-Igun) - Level 4, Gnosis 7 - This fetish is a shaman's drum, one which can aid in summoning spirits. When played for at least three consecutive turns and properly activated, it adds the number of successes on the activation roll to one subsequent summoning rite or Gift. This fetish is created by binding a Song-spirit.
- Qallunaat, Tearer of the Veil - Level 4, Gnosis 7, Unique - Legends tell that when the spear Qallunaat is thrown, its bone tip whistles through the air like Wendigo's screaming wind, doing sonic damage to all creatures that are neither Garou nor Kinfolk. The sound of Qallunaat 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 Qallunaat, if it only spares those of Wendigo blood. Some stories even say that non-Kin humans who are members of Native American tribes are also safe from the effects of its scream, despite their usually vulnerability to the Delirium. Since Qallunaat has not been found within the living memory of any Wendigo, the debate will likely last for quite a long time.
- Turtle Necklace - Level 4, Gnosis 8 - All but gone. The turtle necklace was a rarity in the days of the Wild West, and you can count the remaining Turtle Necklaces left in the world on your fingers, without using your thumbs. Each one, though, remains highly useful. The Turtle Necklace is made from a series of wooden discs, each painted to resemble a turtle shell. When worn and activated, the necklace provides an extra soak die against all attacks for one scene, even against silver. This fetish perhaps exemplifies better than any other how a fetish isn't simply a matter of fusing a random spirit with any vessel. The basic principle of a Turtle Necklace is well known; it's a necklace bound with a turtle-spirit. And yet, no one has been able to create one since the Croatan vanished. Those that still remain are the very rare few gifts left by the Croatan to the Uktena and Wendigo before they were destroyed. And when they died, they took whatever secrets it was that allowed a Turtle Necklaces to be created with them.
- Cries in the Wind: Wind Cutter - Level 5, Gnosis 5 - This is a preternaturally smooth stone blade. It holds a wind elemental of immense power which allows the blade to cut through nearly anything. The number of activation successes negates that amount of soak or armor dice.
- Evan Heals-the-Past: Storm Spear - Level 5, Gnosis 6 - This spear was given to Evan by Wendigo himself. By spending two Gnosis points and activating the fetish, Evan can call down a lightning bolt to strike his enemies. He must roll Dexterity + Occult to hit; the lightning inflicts 10 dice of normal damage.
- Ghost Dance Shirt - Level 5, Gnosis 7 - These fabled war-shirts are sewn of flexible hide or seal intestine, and decorated, armor-like, with intricate breastplates. These breastplates are threaded together with sinew, constructed with elaborate rows of long tubular hairpipe beads, made of shells, bone, reeds, and sometimes glass or other metals. The tailor performs the Rite of the Fetish during the shirt's construction. Howling and singing prayers to the spirit of the wearer's choice, exhorting it with every dip of the needle, the tailor convinces the spirit to enter into the growing network of threads and beads. The Ghost Dance Shirt generally has a symbol of the sprit incorporated into its pattern as an additional enticement, and it is only declared finished when the spirit has been successfully bound. Once the wearer activates the shirt, the spirit protects her completely from any non-magical, ranged projectile damage, such as crossbow bolts, arrows, bullets, shrapnel, thrown rocks, or sling pellets. Regular edged attacks or bashing attacks in close combat still hurt the Wendigo normally. If a Ghost Dance Shirt is worn outside of combat, it gradually saps the wearer's Wits, as a cost of one point per day; the bound spirit becomes so eager to deflect damage that it tries to put itself into harm's way to make the situation possible. A character that reaches Wits 0 in this fashion frenzies at the slightest inconvenience or provocation.
- Thunder Stick - Level 5, Gnosis 7 - The Wendigo are the keepers of the Bones of the Wyld, and no fetish better embodies this than the Thunder Stick, a weapon that surprised and confounded the Wyrmcomers perhaps more than any other when they first came into conflict with the Wendigo. A long decorated walking stick, the Thunder Stick is marked twenty-four times with the glyph meaning "Storm." It is then bound with a very rare spirit found only in the eye of a tornado, a spirit of no name and pure Wyld. Only the most experienced Wendigo know how to find one. When activated, the Thunder Stick summons an ever-increasing storm or other natural disaster. The fetish can only be activated by spending one point of Gnosis; a Gnosis roll won't do. At activation, the user stands perfectly still and then rolls Gnosis (difficulty 9) in addition to spending the Gnosis to activate it; she must roll Gnosis again every ten minutes. Every success achieved on these rolls builds the level of natural disaster higher and higher. The player can keep making these rolls until the Wendigo is forced to move. At one success, a downpour begins to fall. Two successes bring a thunderstorm with sheet lightning. With three successes, the thunderstorm with sheet lightning. With three successes, the thunderstorm becomes a small flood and with four successes the flood is devastating. Finally, at five successes the wind has become a hurricane, the flood sweeps everything off its feet, and the lightning strikes nearby objects about every three minutes. After this, the storm gets no worse, but further successes may call up other environmental conditions such as earthquakes or volcanic eruptions, depending on the local environment. The Storyteller had best adjudicate such impressive disasters.
- Nogunqaaq and Itungunqaaq, the Spear and Mask of Destiny - Level 5, Gnosis 8, Unique - Nogunqaaq's vicious point can thrust with deadly might through all Tellurian planes - the Underworld, Earth, the Gauntlet, the Penumbra, the Near Realms, the Membrane, and the Deep Umbra - wounding whatever lies in its path, in any place, reality or manifestation. Nogunqaaq's tip is made of moon-drenched silver, its shaft a rippling pole of ice with lightning trapped within its depths. Seeing through the slitted wooden eyes of Itungunqaaq lets you glimpse your foe's thoughts and movements as they ripple through the planes. Nearly always, an enemy's thoughts change before his flesh shifts, or calls upon spirits who can be seen, warning the wearer of Itungunqaaq of attack, degense or gambit before matter is even set into motion. Most well-informed Theurges and ritemasters know that Nogunqaaq was last seen in 1896, in the hands of a wily Yukon Ragabash by the name of Hammerpants. In the midst of the Klondike Gold Rush, Hammerpants won the spear in a poker game from a Wyrmcomer in Dawson City, by the name of Joppe Humber. Hammerpants' local Wendigo friends in Moosehide were, naturally, dubious that the spear was actually Nogunqaaq. Hammerpants proceeded to demonstrate its use to them with frightening effect, stabbing through reality and releasing several troublesome Jagglings and a particularly nasty Vortex from the Deep Umbra. After the fires were put out, he claimed that he had no idea how Humber had come by the precious Spear of Destiny, but that he fully intended to take it with him to Nunavut and give it to the ritemasters there, since he could trust no one else but himself. Unfortunately, the day after he left, an avalanche buried Chilkoot Pass in a hundred feet of snow, apparently swallowing up Hammerpants and Nogunqaaq with him. Since Itungunqaaq the Mask only comes when Nogunqaaq calls it, both fetishes are effectively lost for the time being.
White Howlers[]
White Howlers have access to any fetishes known to the Garou Nation, as long as they involve materials and construction that are available when they were alive. Obviously, they don't use technologically advanced items like Mirrorshades, Personal Umbra Digital Assistants, and the like.
- Omen Brush - Level 1, Gnosis 5 - This fetish is a small, wood-handled paintbrush, carved with ogham markings and arcane sigils. The bristles are most often taken from an albino animal, although some use a tuft o hair or pelt-fur from a tribe member noted for their visionary abilities. A spirit of the same animal is bound to the brush. When activated, the brush allows its wielder to paint visions of what has come before and what will happen in the future. An Intelligence + Enigmas roll (difficulty 7) is required to interpret the painting's significance and symbolism.
- Barrow Mirror - Level 2, Gnosis 5 - This small circle of polished metal is decorated all along the outer rim with intricately interwoven skeletal figures and bound with the spirit of a burrowing animal. It is traditionally used by White Howlers to check on the contents of barrows and stone-caerns, or to search for subterranean passages that may lead to Wyrm-pits. When activated and pressed against a solid surface (the ground, a door, a wall, etc.), the solid center of the mirror becomes glassy, revealing a clear view of the area beyond the surface of the mirror to a depth of approximately 10 feet. Solid materials appear ghostly and semi-transparent, allowing the werewolf to note a hollow passageway beneath the bedrock he is standing on, for example, or to determine the thickness of a wall and whether there is someone hiding on the other side of it. Similarly, if pressed against a box, it might reveal a ghostly outline of a bag within the container, as well as the shadowy form of a knife within the bag. Areas of darkness viewed through the fetish appear faintly lit enough to allow general observation, enough to pick out the clothing of a buried human but not sufficient to read the ogham details inscribed on er brooch.
- Beast Brooch - Level 2, Gnosis 6 - This ornately decorated bronze annular brooch is crafted with interlocking animal patterns representing a general type of animal, bird, insect, etc. When activated, the Beast Brooch grants the wearer the Gifts: Beast Speech and Beast Life, but only for the animal type. Common animal types include wolves, horses, domesticated dogs, bats, bees, fish, birds of prey, corvids, songbirds, snakes, etc. Whether a type is too broad or too narrow is left to the Storyteller's discretion.
- Ghost Shield - Level 3, Gnosis 6 - Larger than the standard shields used by the Pictish tribes, these rectangular full-body shields do more than protect a White Howler from incoming blows; they hide her from sight as well. The Ghost Shield is bound with the spirit of a prey animal or bird, most often a rock squirrel or snipe. The shield itself is wooden, but covered in the skin of the same prey animal type bound into the fetish. When activated, the fetish immediately takes on the exact appearance of its surroundings, making it possible to hide behind it and remain virtually unseen. Spitting a werewolf using this fetish used in this manner requires a successful Perception + Alertness roll, (difficulty 8 if the werewolf is not moving). The difficulty drops to 7 if the werewolf moves. The fetish is only effective as camouflage if the shield is directly between the target and the werewolf. When used in combat, the Ghost Shield increases the difficulty of an attacker's Brawl and Melee rolls by 1. It also raises the difficulty of ranged attacks used against its bearer by 1, but only those employing arrows, rocks, or similar missiles. It is not strong enough to stop bullets.
References[]
- WTA: Rite of Passage, p. 57
- WTA: Werewolf Chronicles Volume 1, p. RoP: 57
- WTA: Rage Across New York, p. 37-38, 40-41, 42-43, 45, 48-49, 51, 53, 60, 63-64, 87
- WTA: Dark Alliance: Vancouver, p. 61, 68
- WTA: Rage Across Australia, p. 62, 80, 86, 126-127
- WTA: Rage Across the World Volume 2, p. DA: V: 61, 68; RAA: 62, 80, 86, 126-127
- VTM/WTA: Under a Blood Red Moon, p. 80-83, 85-86
- WTA/VTM: Chicago Chronicles Volume 2, p. UaBRM: 80-83, 85-86
- WTA: Rage Across the Amazon, p. 41, 44-45, 47, 50-51, 67, 99-102
- WTA: Rage Across the World Volume 3, p. RANY: 37-38, 40-41, 42-43, 45, 48-49, 51, 53, 60, 63-64, 87; RAtA: 41, 44-45, 47, 50-51, 67, 99-102
- WTA: Caerns: Places of Power, p. 22-23, 25, 33-34, 42, 51, 59, 64, 72-75, 81-82, 103-104, 111, 113-114, 132-135, 138, 144
- WTA: Rage Across Russia, p. 3-7, 56, 61, 62-63, 67, 68, 70, 72, 74-75
- WTA: Rage Across the World Volume 1, p. C:POP: 22-23, 25, 33-34, 42, 51, 59, 64, 72-75, 81-82, 103-104, 111, 113-114, 132-135, 138, 144; RAR: 3-7, 56, 61, 62-63, 67, 68, 70, 72, 74-75
- WTA: Rage Across Appalachia, p. 90
- VTM/WTA/MTAs: The Chaos Factor, p. 51-52
- VTM/WTA/MTAs: Mage Chronicles Volume 3, p. TCF: 51-52
- WTA: Werewolf Storytellers Screen, p. 14
- WTA: Black Furies Tribebook, p. 33, 43-44
- WTA: Bone Gnawers Tribebook, p. 31, 44-45
- WTA: Children of Gaia Tribebook, p. 53
- WTA: Litany of the Tribes Volume 1, p. BF: 33, 43-44; BG: 31, 44-45; CoG: 53
- WTA: Fianna Tribebook, p. 50-51
- WTA: Get of Fenris Tribebook, p. 49-50
- WTA: Glass Walkers Tribebook, p. 53-54
- WOD: Outcasts: A Players Guide to Pariahs, p. 63-64
- WTA/Rage CCG: Rage: Warriors of the Apocalypse, p. 17, 21, 23, 25, 33, 35, 38, 43, 46, 49, 53-54, 57, 61, 63, 70-71, 73-74, 80, 83
- WTA: Litany of the Tribes Volume 2, p. F: 50-51; GoF: 49-50; GW: 53-54
- WTA: Red Talons Tribebook, p. 50-51
- WTA: Shadow Lords Tribebook, p. 53-54
- WTA: Silent Striders Tribebook, p. 50-51
- WTA: Litany of the Tribes Volume 3, p. RT: 50-51; SL: 53-54; SS: 50-51
- WTA: Silver Fangs Tribebook, p. 52
- WTA: Stargazers Tribebook, p. 23, 54
- WTA: Uktena Tribebook, p. 51-52
- WTA: Wendigo Tribebook, p. 51-52
- WTA: Litany of the Tribes Volume 4, p. SF: 52; SG: 23, 54; U: 51-52; W: 51-52
- WTA: Rokea, p. 114
- WTA: Rage Across Egypt, p. 88, 91, 93, 98, 102, 104
- WTA: Hammer & Klaive, p. 25-29, 42, 56, 62, 81-97
- WTA: Players Guide to Garou
- WTA: Croatan Song, p. 123-125
- WTA: Tribebook: Black Furies, p. 46, 64, 83-86
- WTA: Tribebook: Bone Gnawers, p. 64, 78-79
- WTA: Tribebook: Children of Gaia, p. 48, 64, 78-80, 93
- WTA: Tribebook: Fianna, p. 69, 77-81, 97
- WTA: Tribebook: Get of Fenris, p. 74, 83-85, 97
- WTA: Tribebook: Glass Walkers, p. 74, 85-86
- WTA: Tribebook: Red Talons, p. 63-64, 81-82, 94
- WTA: Tribebook: Shadow Lords, p. 62-63, 79-81
- WTA: Tribebook: Silent Striders, p. 70, 80-83, 100
- WTA: Tribebook: Silver Fangs, p. 64-65, 82-83, 98
- WTA: Tribebook: Stargazers, p. 62, 82-85
- WTA: Tribebook: Uktena, p. 62, 76-79
- WTA: Tribebook: Wendigo, p. 75-79
- W20: White Howlers Tribebook, p. 71-72
- W20: Skinner, p. 8
- W20: W20 Howls of Apocalypse, p. 8, 95-96, 99
- W20: W20 Icons of Rage, p. 26, 32, 34
- Rage CCG: Rage (Bottlecap of Shakey Mac, War Paint of Wahya Ohni)
- Rage CCG: Legacy of the Tribes (Anubis Stone, Dark Moon’s Femur, Frankweiler Sword, Gungnir, Orb of the Umbra, Pandora’s Box, Pine Cone, Tabula Rasa, Thunder’s Gauntlet, War Lodge, Web Drive Interface, William Wallace’s Bones)
- Rage CCG: Promotional cards (Eye of Luna, Wanchese’s Bow)
- Rage CCG: Rage Across Las Vegas: Phase 2 (Rat’s Dagger)
- Rage CCG: Rage Across Las Vegas: Phase 3 (D’siah, Mask of Imitation)
- Rage CCG: Rage Across Las Vegas: Phase 5 (Amazon’s Labrys, Fetish Doll, Gaia’s Ghost Shirt, Lash of the Furies, Umbra-La)
- Rage CCG: Rage Across Las Vegas: Phase 6 (Eagle Headdress, Pandora’s Box)
- Rage CCG: Rage Across Las Vegas: Equinox (Death Dust, Falcon Arrows, Knot of Protection, Pipes of Terror, Rommel’s Scepter, The Lightning Spear, Wallace’s Battle Standard)
- Rage CCG: Gauntlet (Helios Bauble, Wind Cutter)
- Rage CCG: War Council (Veil of Gentle Words)
- Rage CCG: Hellcats (Stoneheaded Mace)
- Rage CCG: Curse of Set (D’siah)
- Rage CCG: To War! (Bronze Labrys)
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