Draft
Instructions and house rules will go here
Fetishes
Gaia’s Chosen may use the Rite of the Fetish (see p. 213) to bind spirits into appropriately crafted and consecrated vessels. Such wondrous items are known as fetishes. The owner of a fetish can call upon the spirit within to perform specific tasks, depending on the nature of the vessel and the spirit. Given the multitude of spirits within the Tellurian and the ingenuity of the Garou, fetishes of almost any type imaginable may be created.
Werewolves hold great reverence toward fetishes, treating them as honored allies rather than mere tools. Such is the nature of the pact that binds spirits into fetishes; they are obligated to serve the Garou only as long as they are respected in return. It is possible to bind a spirit against its will, but these fetishes tend to be rebellious, and most Garou consider them cursed.
Of course, the servants of the Wyrm bind Banes into horrifying fetishes of their own...
The majority of fetishes are crafted from natural materials (wood, hide, bone, clay), although this is more a preference of most spirits than a hard rule — Glass Walkers, in particular, tend to bind spirits that prefer more modern, technological housing. Few fetishes are nondescript; Garou adorn them with carved river stones, feathers, beads, and other markings to honor and appease the spirit within.
To use a fetish, the Garou must first attune herself to it by making a Gnosis roll. The difficulty for this roll is the fetish’s Gnosis rating. Attunement establishes a spiritual bond between fetish and user, enabling the Garou to take the fetish anywhere in the Tellurian and providing instinctive understanding of the fetish’s powers. Only a single success is required to attune to the fetish; failure indicates that the fetish has rejected the character. Another roll may not be attempted until the werewolf has somehow reached accord with the resident spirit. Attunement also effectively “dedicates” a fetish to its wielder, as though the Rite of Talisman Dedication had been performed on it. Since fetishes have their own Gnosis, an attuned fetish doesn’t count against the maximum number of objects a werewolf can have dedicated to him.
Each time the wielder wishes to use one of the fetish’s powers, the player must make a Gnosis roll (difficulty equal to the fetish’s Gnosis rating) to “activate” the power. Alternatively, she may simply spend a Gnosis point to activate the power automatically. Rage may not be spent during the same turn in which a fetish is activated.
A list of sample fetishes follows:
Gaian Fetishes
Apeskin
Level One, Gnosis 6
This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who need to hide their true nature. When activated, the fetish — which takes the form of a scrap of ape or human skin tattooed with a glyph — makes the werewolf suffer no special damage from silver in Homid form, and also renders the Garou unable to regenerate in that form — just as though they were born homid. One activation lasts for a full day.
To create an apeskin, a homid ancestor-spirit must be bound into the skin.
Source: W20 Core, pg 221
Guidebook
Level One, Gnosis 5
The Ajaba were forced to assimilate into strange cultures to avoid Black Tooth’s hunters. These simple fetishes make this task easier and have quickly spread throughout the diaspora. This fetish is made from an actual traveller’s guidebook for any location, with an ancestor-spirit bound into the pages. When activated, the Ajaba reduces the difficulty of any social or Streetwise rolls made to fit into a group or culture by 2.
Source: W20 Changing Breeds, pg 55
Harmony Flute
Level One, Gnosis 5
Carved from hickory, this small flute has many small songbird feathers decorating it. When activated and played (which requires a Performance roll), the flute emits an enchanting melody, reawakening ancient memories of peace from ages past, when the world was whole. When an aggressive creature hears the song, it must make a successful Rage roll or cease its struggles. Creatures without Rage may not resist the flute’s music. Any being listening to the sound may still defend itself if attacked. One activation lasts for as long as the werewolf continues to play.
To create a harmony flute, one must bind a bird-spirit or a spirit of peace, calm, or water into the flute.
Source: W20 Core, pg 221
Magpie’s Swag
Level One, Gnosis 5
The magpie’s swag can be pretty much any simple closable bag, satchel, sack, or similar container, which can hold thrice the amount of a regular bag the same size. If dedicated, it counts as a single item, even if filled with other fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo, and Lupus forms. Unfortunately, it cannot contain complex Weaver objects such as guns or laptops, unless these items are broken and useless, or have been independently dedicated.
Variations of this fetish include the corporate brief case of the Glass Walkers, the gym bag of the Bone Gnawers and the medicine bag of the Uktena. Also, a level two variation exists — the spider’s satchel — which is capable of carrying Weaver objects.
To create a magpie’s swag, one must bind a magpie or marsupial spirit into the container.
Source: W20 Core, pg 221
Mirrorshades
Level One, Gnosis 7
When activated, this pair of mirrored sunglasses produce a mirrored surface on the inside of the glasses, allowing the wearer to step sideways with ease. The Gauntlet is considered 2 lower than it would otherwise be when doing so.
To create mirrorshades, one must bind a glass elemental into the shades.
Source: W20 Core, pg 222
Nyx’s Bangle
Level One, Gnosis 6
A favorite of Ragabash, this fetish resembles a silver bracelet with glyphs honoring Luna carved into it. When activated, it allows the wearer to blend with shadows and move around unseen at night. Only the eyes betray the werewolf, shining like twin full moons in the darkness. Unlike the talen: Nightshade (W20 Core, pg 229), the wearer of Nyx’s bangle doesn’t turn into shadow, but merely has her presence masked. She gains four extra dice to Stealth pools at night when the fetish is activated.
To create Nyx’s bangle, one must bind a spirit of night or darkness into the bangle.
Source: W20 Core, pg 222
Pain-Dagger
Level One, Gnosis 6
The Pain Dagger is a sacred blade crafted from something of significance to the Blade Slave and bound with a spirit of war, of disease, or of pain. It is an expression of the purity of a Ratkin’s devotion to the Warrior Aspect. The blade is only used in battle; once it is drawn, the Warrior’s pride is at stake. Only a Blade Slave can own and bond to a Pain Dagger — stealing one from a Warrior is tantamount to stealing a piece of their soul, and any non-Warrior to own a Pain Dagger will not live to know the prize they have stolen. The Blade Slave must treat the spirit inside the blade with respect or face a significant loss of Renown.
Drawing a Pain-Dagger takes a point of Gnosis, which automatically activates the fetish. It’s an easy weapon to use — the difficulty to attack with it is 5, and it deals Strength + 1 aggravated damage to anything except the wererat bonded to the Pain-Dagger.
Some Pain-Daggers allow the wererat to use a Charm of the spirit bound within. Each Charm increases the Pain Dagger’s level by one. The wererat must take two dots of the Fetish Background per Charm. Each use requires an activation roll for the fetish. Any of the following charms are available if the character has bound an appropriate spirit: Airt Sense, Armor, Blast, Create Fires, Create Wind, Freeze, Shatter Glass, Short Out, or Tracking. Use the successes on the activation roll in place of any required roll or spirit Traits — Armor or Freeze would use the successes in lieu of the spirit’s Rage or Gnosis, Shatter Glass or Tracking work as normal as long as the Fetish activation succeeds.
Source: W20 Changing Breeds, pg 191
Plenipotentiary
Level One, Gnosis 5
Those who know the ways of the Beast Courts say the Kitsune work as their diplomats and spies, and should be treated with suspicion. For those not familiar with their ways the werefoxes are just another unwanted shapeshifter intruding upon territory. In any case the Kitsune know that they can defray suspicions if given the opportunity to speak. Plenipotentiaries look like discreet jewellery, often rings, bearing fox images stylized with icons representing the Kitsune’s Court.
System: The Kitsune activates the fetish and rolls Charisma + Expression (difficulty 6). Each success gives the werefox one turn during which she is safe from attack. The Kitsune cannot start a fight during the Plenipotentiary’s protection.
Source: W20 Changing Breeds, pg 136
Remembering Remnant
Level One (special), Gnosis 8
A remembering remnant is a portion of a werewolf’s (or rarely, another shapechanger’s) skin, preserved through spiritual power. Anyone capable of using a fetish can activate the remembering remnant; the fetish then grants a temporary boost to the Ancestors Background of one point per success.
The remnant is much more useful in the hands of a Skin Dancer — or to be more precise, in his skin. A shapechanger created by the Rite of Sacred Rebirth can choose to bind the remnant into his body when attuning to it. The scrap of skin is absorbed into the user’s own hide, becoming part of him as if it were one of the skins used in the Rite of Sacred Rebirth. For instance, a Skin Dancer attuning a pale white scrap of Silver Fang pelt into his shoulder would always have the skin over his shoulder look like the skin of the remnant’s original owner. In Homid form, it would resemble the skin tone of the original donor; in hybrid or wolf forms, it would be a patch of white fur.
Once absorbed, the remembering remnant grants the Skin Dancer an effective point of the Ancestors Background; it allows him to channel the spirit of the deceased skinchanger. The Skin Dancer may increase its power by strengthening the ancestor-spirit, typically with offerings of blood and memory. In game terms, this is simulated using experience points to buy extra dots in Ancestors at 1.5 x the usual cost, with the roleplaying requirement that the owner works to enhance the legend of the original donor. Each dot of Ancestors gained increases the fetish’s effective level by one, to a maximum of five. The difficulty to activate these Ancestors dice is always 8 since the player always reaches a specific “ancestor” spirit, but the fetish is limited to the Abilities possessed by that one donor.
Increasing the fetish’s power is not without risk. The stronger the remnant becomes, the more it spreads — a Level Three remembering remnant, for instance, might make the Skin Dancer’s entire arm and part of his torso resemble that of his implanted “ancestor.” If sufficiently fed, the remnant may overwhelm its host.
Source: W20 Skinner, pg 8
Standard Issue Sunglasses
Level One, Gnosis 6
The Ratkin get everywhere but tend to be twitchy and easily noticed in a crowd. An air-spirit bound into a cheap pair of sunglasses, this fetish helps deflect suspicion. These sunglasses make humans ignore the presence of the Ratkin as much as possible.
System: When the Ratkin activates the fetish she becomes practically invisible to humans, no matter what form she is in. Anyone looking for the Ratkin must make a Perception + Alertness roll (difficulty of the fetish’s Gnosis); she needs to beat the Ratkin’s activation successes to find her.
Source: W20 Changing Breeds, pg 191
Truth Earring
Level One, Gnosis 6
This small golden earring acts as a fairly reliable lie detector when activated. Should the wearer be lied to, the earring vibrates softly. All rolls made to try and deceive the werewolf through speech or sound are made at +3 difficulty. The earring doesn’t warn against visual deception.
To create a truth earring, one must bind a servant of Falcon into the golden earring.
Source: W20 Core, pg 222
Bad Medicine Bag
Level Two, Gnosis 6
This fetish is a small bag containing the bones of a small creature that died of disease and bound with a Rat-spirit. The Nuwisha use it to teach the strongest individuals lessons about the pain and torment of severe illness.
System: The Bag must be activated and hidden somewhere within the victim’s bed or sleeping clothes. Once he has slept a full night with the Bag, he will start to display the symptoms of a debilitating disease. He will not die from the illness and does not actually grow weaker, but he feels wracked with the disease. The difficulties of all rolls increase by 2 until the false disease runs its course.
It is difficult to convince the victim the disease is not real, even with medica evidence. The fastest way to remove the curse is to find the Bad Medicine Bag and burn it. Otherwise the false sickness lasts for one lunar month after which it disappears with no lasting physical effects.
Source: W20 Changing Breeds, pg 176
Cup of the Alicorn
Level Two, Gnosis 6
The oldest of these carved and covered cups, handed down in old European septs, are said to be made of unicorn horn, though the truth of this is unknown. Any harmful substance is neutralized when poured into this cup. With a 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.
To create a cup of the alicorn, one must bind a spirit of healing, or a snake- or bear-spirit into the cup.
Source: W20 Core, pg 222
Chameleon Skin
Level Two, Gnosis 7
Garou needing to keep a low profile and stay out of sight commonly use this fetish. Generally a belt or headband, it allows the Garou’s fur to blend in with her surroundings. Chameleon’s skin is most efficient in the wild and other densely overgrown areas, but some Glass Walkers have fetishes that easily harmonize with their urban surroundings of glass, steel and concrete. When activated, this fetish acts as the Wendigo Gift: Camouflage, save that the power may function in whatever environment the fetish is attuned to.
A chameleon-spirit, naturally, must be bound into this fetish in order to create it. Chances are that the chameleon-spirit will be easier to sway if the skins are those of a lizard other than chameleons or, indeed, from another type of animal altogether.
Source: W20 Core, pg 223
Dagger of Retribution
Level Two, 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 a dagger of retribution, a werewolf must bind a vengeance-spirit into the dagger.
Source: W20 Core, pg 223
Dream Stealer
Level Two, Gnosis 5
A Dream Stealer, or Chimera Gem, is a multi-colored gemstone that can extract and project another’s dream. The gem is placed near the target when asleep, and when activated it will allow the user to view the target’s dreams, replayed in the depths of the stone.
To create a Chimera Gem, one must bind a spirit of dream or one of Cuckoo’s brood into the stone.
Source: W20 Core, pg 223
False Protection
Level Two, Gnosis 6
A Bastet’s Yava are her greatest secret, and her greatest weakness. Only a few werecats dare use these fetishes, for they risk spreading that secret. Most Bastet who know of them consider False Protection to be at least slightly blasphemous, but desperate times call for desperate measures. This Fetish can help protect the werecat from knowledgeable hunters and usually takes the form of jewellery with a symbolic representation of a great cat of a different kind to her tribe.
When activated by the Bastet, the fetish swaps her Yava with those of another tribe for the rest of the scene. The werecat sets her “replacement” tribe when the fetish is made — and must know the Yava of that tribe. An observer who is aware of the Bastet’s Yava can discern the purpose of this fetish by making a successful Intelligence + Occult roll (difficulty 7). Unknown to all but the canniest Bubasti, this fetish can also be used by the Ajaba.
Source: W20 Changing Breeds, pg 91
In-A-Flash Drive
Level Two, Gnosis 6
Once upon a time there was an easily-reproducible technofetish that took the form of a 3.5” floppy disk bound with a spirit of a magpie (or another animal known for theft) called the ‘Stretchy Disk.’ Upon being inserted into a computer, it would copy the entire contents of that computer, regardless of size or software, onto the disk for later retrieval in an instant. The In-A-Flash Drive is a modern update using a USB drive. The user plugs it into the target computer and activates it. It takes about three seconds to copy every single byte of data on the computer, and just enough of the user’s spiritual residue to unlock every password on the machine.
On plugging the drive into another computer, the werewolf can either search the cloned hard disk at incredible speeds, or start the cloned copy of the machine. When running in that mode, the werewolf never has to enter a password or answer a security question, even for secure sites that require a keyfob or similar hardware ‘key.’ The In-A-Flash Drive can store one imaged machine at a time; cloning another computer overwrites the drive’s contents. A level three, Gnosis 7 version of this fetish can store any number of cloned computers, and can steal from any machine it can contact over Bluetooth or that’s attached to the same WiFi hotspot.
Source: W20 Rage Across the World, pg 54
People’s Microphone
Level Two, Gnosis 6
This fetish, common among the Children of Gaia and rabble-rousing Bone Gnawers, is a megaphone with a spirit of revolution bound into it. It has the ability to channel the ephemeral spirit that forms when a crowd of people gather, using the spirit’s power to enhance the speaker’s words. If the user of the fetish is speaking on behalf of (or to raise the morale of) a crowd of up to 100 people, his relevant Social rolls receive a +1 die bonus. A crowd of 101-500 people provides a +2 bonus, a crowd of 501-5000 provides a +3. Every 5000 people beyond that provides another +1 up to a maximum bonus equal to the speaker’s Willpower. Normally, this fetish does not require spending Gnosis to activate but a werewolf who does can hand it off to a human or Kinfolk for their use.
Source: W20 Rage Across the World, pg 54
Spirit Tracer
Level Two, Gnosis 5
This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit, the ingot pulls in that direction. This fetish only works for tracking spirits.
To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the ingot.
Source: W20 Core, pg 223
The City’s Pulse
Level Two, Gnosis 5
As cities become more like living things all their own, certain metaphors become literal. Just as fat can block a living person’s circulation, so can the arteries of a city clog up with traffic. This fetish, made from a stethoscope and a spirit of flowing water, can find where the city’s life flows. The werewolf puts on the stethoscope and presses the chestpiece against a permanent structure within the city.
Activate the fetish and make a Perception + Streetwise roll at difficulty 6 to learn if the city’s services are being blocked or cut off and roughly where. ‘Services’ in this case includes roads, utilities, or waterways big enough to carry boats. The fetish reveals traffic jams, power outages, or similar events, from power going out in a single apartment to traffic snarls that gridlock several blocks. The werewolf receives a vague mental image of the event and a rough idea of its direction and distance. Multiple successes can pinpoint specific buildings where the power or phone lines have been cut.
The stethoscope can also find places where unusually high levels of pollution taint the water supply. This awareness gives the werewolf a better appreciation of a city as a whole rather than individual parts. For the rest of the scene, she gains a two-die bonus to Social dice pools when dealing with spirits of the blocked services.
Source: W20 Rage Across the World, pg 54
Baneskin
Level Three, Gnosis 7
This tiny piece of a Bane is wrapped carefully in cloth and worn as an amulet. When activated, it causes all malevolent spirits to react to the wearer as if she were a kindred soul — a wolf in Bane’s clothing, as it were. If the wearer takes any action against her “fellow” Banes, the guise is broken immediately. These fetishes cannot fool Incarnae or mightier spirits.
To create a Baneskin, one must bind a parrot- or mockingbird-spirit into the skin.
Source: W20 Core, pg 223
Beast Mask
Level Three, Gnosis 8
This fetish takes the form of a carved mask depicting an animal. When donned and activated, the werewolf assumes the form of the animal the mask represents. The character gains all the characteristics of the animal (flight, gills, heightened senses, etc.) but cannot use her regenerative powers nor change into other forms until she removes the mask.
To create a beast mask, one must bind an appropriate animal spirit into the mask.
Source: W20 Core, pg 223
D’siah
Level Three, Gnosis 6
The d’siah, a knife with a flint blade curved like a crescent moon, is the signature weapon of the Silent Striders. Its sharpened outer edge is used for slashing attacks, while the trailing point can be used to thrust and tear on the return stroke. 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 spirits 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.
Source: W20 Core, pg 223
Fang Dagger
Level Three, Gnosis 6
These daggers are always carved from the tooth or tusk of a great beast. After striking an opponent, the werewolf can activate the weapon, causing it to “bite” deeper into the wound. This doubles the number of successes on the damage roll, before soak. The damage is aggravated.
To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain, or death into the blade.
Source: W20 Core, pg 224
Partridge Wing
Level Three, Gnosis 7
This fetish is made from the wing of a partridge bird, its feathers all completely unbroken and white as snow. The joint of the wing has a golden ring fastened through it, and hangs from a long golden chain. To activate the fetish, a werewolf must concentrate upon a memory that she wishes to remove from her mind, and then swing the partridge wing around herself counter-clockwise three times, letting the tips of the feathers brush in a circle around her on the ground. Memories of another human or Garou can also be swept away in a similar fashion, by dragging the feathers by the chain in a circle around them. This fetish is rarely used on Garou and should never be used without permission, but has come in very handy for restoring Delirious humans to their calmer states.
To create a partridge wing, one must bind a spirit of water or forgetfulness into the wing.
Source: W20 Core, pg 224
Phoebe’s Veil
Level Three, Gnosis 7
This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes completely for one minute per success. Neither mundane creatures nor spirits nor technology may sense her in any way except touch. The veil remains drawn until the time expires or the pendant is removed.
To create this fetish, one must bind a Lune, a chameleon-spirit, a spirit of illusion, or a spirit of shadow into the pendant.
Source: W20 Core, pg 224
Profile Skimmer
Level Three, Gnosis 6
This is an example of a variety of technofetish referred to as ‘softwere.’ It’s not a device but a program that has had a spirit bound into it that can be sent off to do dirty work. This one in particular is bound with a Pattern-Spider and can be sent out to put together a profile on a target.
The user searches for a person based on either name and a rough description, or a photograph. The softwere uncovers any available information about the target. The player rolls the Profile Skimmer’s Gnosis with a difficulty set by the Storyteller based on how much information is available on the target, with 6 being the head of a country or famous television personality and 9 being an average Joe seen on the bus. With a success, the Skimmer comes back with a profile on the person composed of all publicly available information, along with police and government records, and full records for known aliases. With 3+ successes, the Skimmer can dig up information protected by supernatural security systems.
Source: W20 Rage Across the World, pg 54
Rattle-trap
Level Three, Gnosis 7
These fetishes were first made for the great hibernations of the Gurahl. These periods are a dangerous time for werebears, as they are helpless if enemies find their hiding place. The rattle-trap helps balance the odds by giving a hibernating werebear a chance to defend herself. A Gurahl can also use the rattle-trap during normal sleep.
System: The Gurahl activates the fetish prior to sleep; it remains active until she wakes. If a person or spirit intending harm comes within (Gnosis) yards of the Gurahl, the fetish rattles, passing the bear’s slumber to the intruder. The Gurahl may function without penalty while the intruder must make a Willpower roll (difficulty 7) to remain active or she succumbs to the Gurahl’s sleep. If the intrusion occurs in winter the intruder will suffer the Gurahl’s sluggish reactions even if she succeeds at her Willpower tests.
Canny enemies who know of the Gurahl’s magic will attack in numbers. The fetish will only affect one of their number, but the rattle-trap still brings the Gurahl to full awareness.
Source: W20 Changing Breeds, pg 120
Sanctuary Chimes
Level Three, Gnosis 6
When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk. One activation lasts for a full day.
To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.
Source: W20 Core, pg 224
Sun Whip
Level Three, Gnosis 7
This exotic fetish takes the form of a bullwhip with small nuggets of gold bound into the coil, weighted with a large nugget in the tip. The creator’s tribal glyph (or occasionally family crest) is carved upon the base of the handle. When activated, the weapon glows slightly and erupts into either sunlight or flame upon making contact with a vampire. The whip does Strength + 4 aggravated damage against vampires, and Strength + 1 lethal damage against everything else. The difficulty to strike with it is 7, regardless.
To create a sun whip, a spirit of flame or sunlight must be bound into the whip.
Source: W20 Core, pg 224
Tracking Web
Level Three, Gnosis 6
Ananasi frequently make these fetishes for their own use, but once one is made any shapeshifter can use it, though they must expend Gnosis in place of Blood Points. The Ananasi may activate the fetish by spending a Blood Point rather than using Gnosis.
To make a Tracking Web the Ananasi excretes a pound of web (this is easiest in Pithus form) and weaves it into a tight sphere no bigger than a grape. She then teases an inch of web out of the weave, which hangs from the otherwise perfect sphere. To use the fetish the Ananasi pulls on this thread, which extends another inch before breaking off. The small piece of web is sticky to anyone but her, and she can place it on almost any surface.
At any time thereafter, she may activate the fetish. It will gently tug in the direction of the lost thread, becoming stronger as the tracking web nears the thread.
The fetish may have as many active tracking webs as the Ananasi’s Gnosis. She may sever the link to any one as she desires but if she makes a new tracking web beyond her Gnosis the oldest thread crumbles to dust.
Source: W20 Changing Breeds, pg 69
uPhone
Level Three, Gnosis 8
The Corax claim to have invented this fetish — in truth, they stole a prototype from a Glass Walker and they quickly improved upon the design. The fetish is made from a normal smartphone with a Chimerling bound within. The uPhone works as a normal smartphone anywhere on earth, without charging the wereraven for calls or data use. When activated it can call other uPhones regardless of distance, even between Umbral realms or across the Gauntlet.
Source: W20 Changing Breeds, pg 102
Vanity Mirror
Level Three, Gnosis 7
This small metal trinket has a highly reflective metallic elemental spirit within. The Ajaba originally made it to escape from the Simba, but it works against others as well. When activated, everyone who can see the fetish must roll Willpower against a difficulty of the Vanity Mirror’s Gnosis. If they do not at least equal the number of successes on the Ajaba’s activation roll, they find any nearby reflective surfaces absolutely irresistible, and can take no actions for (Gnosis) turns. Attacking anyone so entranced gives the victim two extra dice on their action. The effect ends immediately if any of the distracted people are attacked; this fetish is for fleeing, not fighting.
Source: W20 Changing Breeds, pg 55
Videophone
Level Three, Gnosis 7
The Videophone is a perfect spy’s tool, made with a mobile phone and a spirit of a hive-insect, like a termite or bee. It lets the user see what’s happening on the other end of a phone call. The Garou activates this fetish while making a telephone call. The werewolf’s player must then make a Perception + Empathy roll with a difficulty equal to the Willpower of the person on the other end of the line (in the case of a speakerphone, the target is the person standing closest to the phone). If the werewolf succeeds, for the length of the call he can see through the eyes of the person on the other end of the line by looking into the phone’s screen.
If the target knows about the fetish and is willing, they can let the user automatically succeed.
Source: W20 Rage Across the World, pg 54
Wind Whistle
Level Three, Gnosis 5
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.
To create a wind whistle, a wind elemental must be bound into a whistle carved from the bone of an animal that died of the cold during the winter months.
Source: W20 Core, pg 224
Feathered Cloak
Level Four, Gnosis 8
A highly difficult fetish to make, requiring thousands of differently colored feathers, a feathered cloak can take years to create, but the end results are spectacular not only in function but in form. Properly made, the cloak shows a dazzling array of different colors and patterns, and it is said that gazing on one for three days without wavering in one’s attention makes it possible to see the road of life itself in the pattern of feathers. This may or may not be true, but what is certain is the spectacular effect the fetish provides: The wearer can fly.
When activated, the wearer can rise above the ground and travel horizontally at speeds equivalent to her running speed indefinitely. The flight is not perfect, however. The wearer cannot travel both horizontally and vertically at the same time, and vertical travel is considerably slower, progressing at walking speed. Finally, the entire experience causes a great deal of stress upon the body. For every ten minutes of flight, the player must roll Stamina + Athletics (difficulty 5). If the roll fails, then the pain from the stress has become too intense and the wearer needs to land and rest.
The feathered cloak is a full-length cloak that remains wrapped around the body, even during flight, and is bound with a bird-spirit.
Source: W20 Core, pg 224
Ironhammer
Level Four, Gnosis 5
Lesser versions of the mighty Jarlhammers, these one- handed hammers are potent war fetishes in their own right, and the signature weapons of the Get of Fenris. Forged of silver-laced iron, an ironhammer inflicts Strength +2 aggravated damage; Garou can soak these wounds, as the silver content is overwhelmed by the iron. A werewolf may hurl an Ironhammer up to 10 yards for every point of Strength; the hammer returns to its rightful owner after each toss.
To create an ironhammer, a spirit of war must be bound into a mighty hammer forged of silver-laced iron.
Source: W20 Core, pg 225
Klaive
Level Four, Gnosis 6
The signature weapon of the Garou Nation, klaives are fetish daggers of a singular design, made to be used in Homid, Glabro, or Crinos form with equal ease. Klaives are rare weapons made from the purest silver, treasured and passed down from hero to hero. A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver. A war-spirit is usually bound into the klaive, allowing it to inflict aggravated damage even to non-Garou foes.
Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always to the death. Nonetheless, such duels have always been dangerously common, and this practice shows no sign of abating even in the Final Days. Elders complain that too many of these sacred artifacts are in the ranks of reckless youths quick to use them for mundane tasks or to spill kin-blood; young werewolves argue that too many klaives are kept hidden away for rituals and great quests, when they could be better put to use against Black Spiral Dancers and other foes.
The difficulty to attack with a klaive is 6, and it inflicts Strength + 2 aggravated damage. Werewolves cannot soak this damage unless in their breed form.
Source: W20 Core, pg 225
Labrys of Isthmene
Level Four, Gnosis 7
A labrys of Isthmene is a massive, double-headed war-axe dedicated to Isthmene, the Gorgon of battle. A signature weapon of the Black Furies, the weapon is designed to be wielded two-handed, but may be effectively used with one hand by any being with Strength 6 or higher. Attacks made with the labrys are difficulty 7, and do Strength + 4 aggravated damage. Activating the fetish grants access to the Gift: Spirit of the Fray for the rest of the scene. The fetish will not function for a male Garou of any tribe.
To create a labrys of Isthmene, one must bind a spirit of war into the labrys.
Source: W20 Core, pg 225
Monkeysbane
Level Four, Gnosis 7
This slender wand of still-living wood has a wolf or archa spirit bound to it. When activated, it incites panic in humans who can see it. This includes human Kinfolk, humans turned fomori, mages, changelings, and other largely human supernatural beings, but it doesn’t affect Garou. The victim flees from the Fetish by the safest available route unless she either succeeds on a Willpower check (difficulty 8) or spends a point of Willpower. A human who stands her ground instead takes one point of lethal damage per turn until the werewolf no longer holds the Fetish in its hand or until the human flees. This damage ignores armor but can be soaked by other supernatural means.
A werewolf looking to create an Archa Torch or Monkeysbane must use the wood of the archa, found in the Ala Archa National Park, while the Compostela Scallop Shell (W20 RAtW, pg 82) is a reward for those Garou who complete the Compostela pilgrimage.
Source: W20 Rage Across the World, pg 81
Monkey Puzzle
Level Four, Gnosis 6
This amber talisman contains a single human hair. When activated, it causes all humans viewing the werewolf to believe her to be a normal human… regardless of the form she wears. However, the fetish doesn’t mask her actions — tearing out someone’s throat simply becomes the act of a cannibalistic lunatic rather than a werewolf. This fetish’s effects last for a day.
To create a monkey puzzle, one must bind a ghost, a spirit of illusion, or a trickster-spirit into the talisman.
Source: W20 Core, pg 225
Portable Door
Level Four, Gnosis 7
Made by binding an Epiphling into a simple piece of chalk, a magic marker or some other writing implement that can mark any surface, a Portable Door offers a trapped Nuwisha the chance to make a few new exits of her own.
System: The trickster activates the fetish and traces a circle or rectangle on a solid surface. The shape transforms into a door that the Nuwisha can open and use. The Nuwisha has no control on what is on the other side — which can range from inconvenient to dangerous. The door lasts for (Gnosis) turns or until the Nuwisha steps through.
Source: W20 Changing Breeds, pg 176
Personal Umbral Digital Application
Level Four, 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 digital platform with a bee-spirit bound into it. In the past, this fetish took the form of palmtop digital assistants or powerbooks; modern iterations of the fetish are generally cell phones or digital tablets. This bee spirit creates a hive file structure in an Umbral space around the device, which can store and organize various rites before completion and then “execute” the rite at a later time. The Glass Walker simply has to use the PUDA to “record” the rite in some fashion, such as with a camera application. 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 PUDA: 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. At the Storyteller’s option, other more obscure rites may be compatible as well.
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 usual manner, but is returned the 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 this, the PUDA also works as a normal digital device.
Source: W20 Core, pg 226
Spirit Whistle
Level Four, Gnosis 8
When activated and blown, this ivory whistle emits a wailing scream that causes great pain to all spirits within the werewolf’s line of sight. Any spirits present must roll Gnosis and beat the fetish’s activation roll, or be compelled to flee from the scream. The power of this fetish is directional; spirits behind the werewolf don’t have to roll Gnosis.
To create a spirit whistle, one must bind a screech owl spirit, a spirit of madness, or a spirit of discord into the ivory whistle.
Source: W20 Core, pg 225
Supplicant’s Compass
Level Four, 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.
Source: W20 Skinner, pg 8
Unbroken Cord
Level Four, Gnosis 6
This appears to be a length of hemp cord knotted and braided into elaborate patterns. Lengths vary, but there will usually be enough to make necklaces, belts, etc., for an entire pack.
When the pack leader wishes, she may spend one Gnosis point 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.
To create an unbroken cord, one must bind a unity spirit (such as the spirit of a flock of birds) into the cord.
Source: W20 Core, pg 226
Grand Klaive
Level Five, Gnosis 7
These mighty blades are the klaives of the most legendary heroes. Carrying one of these immense silver swords costs a Garou two points from his effective Gnosis rating. A war-spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage to non-Garou.
Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Fianna, and Shadow Lords. Besides the usual war-spirit, a second spirit — such as a fire-spirit that might add extra soak dice against fire when the klaive is activated or an ancestor-spirit that might provide extra dots in an Ability such as Occult or Survival — is usually also bound into the grand klaive. The secondary spirit rarely minds sharing the fetish with another, as grand klaives represent the pinnacle of honor in the eyes of Gaia’s warriors.
The difficulty to attack with a grand klaive is 7, and it inflicts Strength +3 damage. Werewolves cannot soak this damage except in their breed form.
Werewolves, especially young ones, who possess a grand klaive attract the attention of the mighty. Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention.
Source: W20 Core, pg 226
Jarlhammer
Level Five, 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 aggravated damage; the damage counts as silver damage, and is thus unsoakable to Garou. Only a werewolf 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, announcing 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 fire when activated, and inflicts an additional health level of fire damage with each blow.
- Grinding-Tooth can smash any stone into powder, obliterating a cubic foot of rock or concrete with every strike.
- Spear-Chaser flies three times as far as its siblings when thrown, and the thrower never suffers any penalties for range.
- Troll-Eater pulverizes bone and smashes armor; opponents 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.
Source: W20 Core, pg 226
Runestones
Level Five, Gnosis 7
Soothsay Runes, Tarot cards, crystal balls, divination bones — this fetish has almost as many names as forms. When activated, the runes show the caster a vision of what is to come. The number of successes on the roll should determine the degree of truth in the vision, and the Storyteller, based on how complex the reading is, should set the difficulty. Visions touching on the Apocalypse tend to be extremely complex and difficult to interpret.
To create any divinatory fetish one must bind a spirit of time, dream, enigmas, or wisdom into the tools.
Source: W20 Core, pg 227
Weaver Fetishes
Wyrm Fetishes
Most often found in the hands of the Black Spiral Dancers, at the Storyteller’s discretion another servant of the Wyrm might possess one. Whether he knows how to use it or not is another question altogether.
Brush of the Ancients
Level 1, Gnosis 8
A paintbrush made from wolf-fur and bound in silver, a Black Spiral Dancer can use the Brush of the Ancients to channel her ancestors to paint accurate scenes of the past, and of things yet to come. The messages hidden in the image take time to unravel. It takes half an hour’s study, and an Intelligence + Enigmas roll (difficulty 7) to understand the painting’s significance.
W20 Book of the Wyrm, pg 183
Stolen Eye
Level 1, Gnosis 2
One of the few Fetishes used by Buzzards, the Stolen Eye is nothing short of a human eyeball, plucked from a still-living person. When she dips it in salt water and lays it on a flat surface, the eye wriggles and flops around until it looks in the direction of the nearest Corax. If their fragile texture doesn’t destroy the eye first, most Stolen Eyes last for about a month before becoming too rotten to use, though it starts to stink horribly long before that. If the original owner dies while the Fetish is still usable, it immediately decays to green sludge.
W20 Book of the Wyrm, pg 183
Bane Lantern
Level 2, Gnosis 5
An old-fashioned steel lantern painted with bizarre and obscene glyphs, the Bane Lantern needs no fuel. The user simply commands it to ignite — in either Pictish, the garbled Garou-speak of the Black Spiral Dancers, or the secret tongue of the Wyrm — and it casts an unnatural purple light. The light illuminates all spirits it touches, making them quite visible even in the material world. Fomori and other possessed creatures look much the same as normal, but their shadows reflect their spiritual passengers. While the lantern remains lit, spirits in the vicinity flock to the glow like moths to a flame.
W20 Book of the Wyrm, pg 183
Devilwhip
Level 2, Gnosis 6
Just as the Klaive is to the Garou, so the Devilwhip is to the Black Spiral Dancers. A wickedly barbed 15 foot lash, a Devilwhip begins its existence as the severed tentacle of a Bane, cured in the smoke of rank-smelling herbs so that it can exist permanently in the physical world. The handle, sewn over the severed end of the tentacle, must be re-made every month as the tentacle oozes sticky ichor that slowly dissolves almost all non-living substances. The Bane controlling the Devilwhip can animate it as thought the Black Spiral Dancer was wielding it herself. In combat, a Devilwhip deals Strength +1 aggravated damage. The tip shrieks through the air like a wailing lunatic, laughing every time it draws blood. Cracked in front of an opponent’s face, the Black Spiral Dancer can activate the whip to compel her foe to prostrate himself before her (requiring a Willpower roll, difficulty 6 to resist).
W20 Book of the Wyrm, pg 184
Wyrmflesh
Level 3, Gnosis 6
Few Black Spiral Dancers learn to make Wyrmflesh in modern nights — flaying a human over the course of a lunar month, carefully keeping him alive until the last moment, is bound to draw attention from law enforcement or Gaian Garou. The Dancer tattoos the skin with eye-warping glyphs, tans it, and then makes into a tunic. Wyrmflesh increases the wearer’s Soak against all damage (including silver) by three dice. It shapeshifts along with the wearer, providing protection in every form. Should any damage get through the Wyrmflesh’s protection, it lets out a deafening shriek and blood flows thick and red from even the smallest cut.
W20 Book of the Wyrm, pg 184
Baneklaive
Level 5, Gnosis 7
Comparable to the Grand Klaives of the Garou, the Baneklaive is a sword-length silver blade, engraved with twisted runes. Though not as well-made as other Grand Klaives (difficulty 7, Strength +3 aggravated damage), the faint traceries of balefire mean the blade is not just silver but also a Wyrm-emanation, for purposes of inflicting damage. When activated, add one die to the wielder’s Melee pool. When fighting spirits, the Baneklaive can steal their power. Every two points of damage dealt to the spirit returns one point of Gnosis to the Black Spiral Dancer, though this power only works on one spirit per scene.
W20 Book of the Wyrm, pg 184
Kinfolk Fetishes
Kinfolk Fetishes
While most Garou fetishes are not usable by most Kinfolk (as they require attunement through a Gnosis roll before being used) a few unusual fetishes are made just for Kinfolk. This arrangement usually takes more negotiation on the Theurge’s part, but, if successful, the spirits within accept a battle of will (a Willpower roll or spending a Willpower point) instead of Gnosis, for both attunement and use. The difficulty is still equal to the Gnosis rating. Any Kinfolk may use these items; they are specially prized and are often family heirlooms.
Bloodhound’s Snout
Level One, Gnosis 5
This is a dog’s leash that, when activated by a Kinfolk (who can roll Willpower or Gnosis to do so), will lead its owner along the trail of a particular target’s scent. The Kinfolk must have a sample of that scent, such as from a scarf, glove, or even water bottle the target drank from, and he holds that item up to the leash as he activates the fetish. This acts in every way like a normal, living dog tracking the scent. It can be fooled by all the sorts of things that can baffle a dog, such as by the target crossing a stream or rolling in animal scat to overpower his own scent, etc. During activation, the leash literally pulls out ahead of its holder, traveling along the ground as if there were an actual dog at the end of the leash. Each activation lasts until the target is run to ground or a full day passes, whichever occurs first.
This fetish is bound with the spirit of a domestic dog. It is easier to make this fetish if its intended recipient Kinfolk is an experienced and caring dog-owner. If the Kinfolk has ever abused a dog, he cannot use this fetish; the spirit will not cooperate with him.
Source: W20 Kinfolk, pg 74
Horn of Distress
Level 1, Gnosis 3
Only in times of dire need do Kinfolk sound these instruments. Such horns vary in appearance according to culture; most bear tribal markings. This fetish uses Willpower instead of Gnosis. When blown, a horn alerts all werewolves within a 10-mile radius. Whether they choose to come or not is their affair, but they know the sound of the horn means trouble.
Most often, these horns contain peacock-spirits, though a few hold spirits of Air.
Source: W20 Core, pg 384
Amulet of Kinship
Level 2, Gnosis 5
Garou bestow this fetish upon honored Kinfolk as a symbol of protection and service. All Garou, mages, and spirits that the wearer meets instantly know her to be Kinfolk of note and know the identity (deed name, tribe, breed, auspice, and rank) of the Garou who gave it to her. The Amulet of Kinship must be activated by the werewolf (Gnosis roll) when it is given to the Kinfolk; after that, no roll is necessary. The amulet doesn’t function if worn by anyone other than the intended recipient.
To create the fetish, an ancestor-spirit must be bound into the device.
Source: W20 Core, pg 384
Songbird Staff
Level Two, Gnosis 6
This oak staff is carved with stylized images of birds of all types, from wrens and vireos to crows — but not predators and scavengers like hawks and eagles. When a Kinfolk activates it (using Willpower or Gnosis), it will produce faint bird sounds, chirpings, cawings, or even scoldings. The user can understand simple messages about her immediate environment, such as whether there are people or predators nearby, if the weather is about to change (such as rain or snow is coming), or if there is imminent danger (a forest fire or a coming earthquake). The user can query the staff for more specific information by making bird sounds herself — they just have to sound somewhat like birds; they don’t have to be perfect — and will receive very basic replies: the group of humans over the ridge is armed, there are three of them; or the oily substance in the water originates five miles upstream. Generally, if it is information that would be known by the local bird population (even if they can’t think analytically about it), the staff can convey it.
This fetish requires a bird spirit, preferably a songbird or a talkative bird like a crow or raven. It cannot be a bird that preys on other birds.
Source: W20 Kinfolk, pg 75
Blood Brother Blade
Level Three, Gnosis 7
This hunting knife is carved or painted with Garou pictograms representing Kin and/or Honor. When it is first made, a Garou and a Kinfolk each cut themselves with the blade and then join their blood together in the traditional “blood brothers forever” ceremony (any gender can do this). Those two are then mystically bonded through the blade. This bond can survive the death of the Kinfolk and pass to his or her bloodline children, but once the Garou passes away, the spirit inhabiting the fetish is freed.
The bonded Kinfolk can later activate the fetish (using Willpower or Gnosis) by cutting himself with the blade (a slice across the thumb will do). This alerts his bonded Garou that the Kin is in need of him. There is no supernatural compulsion to come to the Kinfolk’s aid, but since Garou do not idly hand out these fetishes, it is assumed that the Garou will do all in her power to come running.
Alternatively, the Kinfolk can activate the blade by cutting an enemy and drawing blood (or ichor, whatever the case may be). The bonded Garou will then know the scent of the enemy and be able to recognize it anywhere and be able to track it once she encounters it.
This fetish is made by binding an ancestor spirit related either to the Garou or the Kinfolk participating in the ceremony.
Source: W20 Kinfolk, pg 74
Klaive Hammer
Level 3, Gnosis 5
Werewolves often do not have time to devote to mundane crafts such as blacksmithing, and yet klaives are a vital resource for the Nation. Often times, while a Theurge binds the spirit to the weapon, a skilled Kinfolk with Gnosis forges the klaive itself. A Klaive Hammer allows the Kinfolk to craft a klaive so perfect of form that the summoned spirit may be pleased to accept permanent binding within the fetish. Using a weapon forged with a Klaive Hammer gives the ritesmaster creating a Klaive –4 to the difficulty of performing the Rite of the Fetish on that weapon.
To create a Klaive Hammer, one of the following spirits must be bound into a hammer touched by the crafter: Balance, Light, or Fire. Each Klaive Hammer is uniquely attuned to its owner, but if freely given by the old owner and accepted by the new one, the attunement can be transferred. In this case, either the old owner or the new one must spend Gnosis to fuel the attunement. Because of this, these fetishes are often created by Garou, handed off to Kinfolk, and then returned to the Nation when a Kin is no longer able to fulfill the taxing duties of smithing service.
Source: W20 Core, pg 384
Hearth Caul
Level Four, Gnosis 7
This is the remains of a Kinfolk’s birth caul, a piece of birth membrane. Caul births are very rare, and much folklore has been built up about the magical uses for a baby’s caul. Should a Kinfolk be so lucky as to be born into a family who honors such traditions, the entire family can benefit. The caul must be saved and preserved with special herbs (the Herbalism Knowledge Ability can help with identifying and collecting them well ahead of time) and is then kept in a special box that is hidden somewhere inside the family’s hearth. If the family doesn’t have a fireplace, they’ll need to declare a hearth space, and be able to hide this box from view.
So long as the family keeps the caul, its members (immediate family and extended family so far as uncles, aunts, and first cousins) gain good fortune. This is not miraculous luck, such as winning lottery tickets, but more protective and nurturing, synchronicities that might at first appear to be foul luck but then reveal themselves to be providence: Hundred-year floods that wash the neighbor’s houses away, leaving only the Kins’ unharmed, or a flat tire that prevents one of the family members from driving over a bridge just before it collapses.
Should a non-family member see the caul, its effects end until it can be re-activated by a family member using Willpower or Gnosis. The difficulty is one less if performed by the family’s recognized matriarch. Should a non-family member (except for a Garou) touch the caul, it is ruined; the bound spirit leaves the fetish.
The spirit inhabiting the fetish is an ancestor spirit of the Kinfolk or their related Garou tribe.
Source: W20 Kinfolk, pg 74
Talens
Talens are simpler versions of fetishes, created with the Rite of Binding, which are easier to create but more limited in effect. Like fetishes, talens are objects that contain spirits. They require a Gnosis roll to activate, but not to attune. However, talens can be used only once. After fulfilling the terms of its binding pact, the talen’s spirit departs and the item loses its potency.
Where forceful binding into a fetish is a slap in the face of the entire spirit world, werewolves consider aggressive binding into a talen acceptable, as the binding is only temporary.
A talen’s Gnosis rating is equal to the bound spirit’s Gnosis. One extra talen of the same type can be made for each additional success on the Rite of Binding roll. For example, three successes create three Bane arrows. Gafflings are commonly bound to make talens; more powerful spirits make the creation of multiple talens easier, adding two or three extra talens to the total number generated. Talens last until used.
If Storytellers wish to allow Kinfolk to use standard talens in their game, they may allow the talen to be activated by making a Willpower roll or spending a Willpower point, rather than Gnosis. Additionally, these talens have been created over time to aid Kinfolk in assisting the Garou Nation, and are activated using Willpower roll or expenditure rather than Gnosis.
A list of sample talens follows:
Gaian Talens
Archa Torch
Gnosis 6
When lit, this torch emits sweet-scented smoke that shrouds an area a few dozen yards across for up to six hours (less in windy conditions). Banes and other spirits tainted or twisted by the Wyrm increase the difficulty of all their actions by +1 (maximum of 9) so long as they remain within the torch’s smoke. A spirit of an archa tree or a Wyld spirit must be bound to this Talen.
A werewolf looking to create an Archa Torch or Monkeysbane must use the wood of the archa, found in the Ala Archa National Park, while the Compostela Scallop Shell (W20 RAtW, pg 82) is a reward for those Garou who complete the Compostela pilgrimage.
Source: W20 Rage Across the World, pg 81
Bane Arrows
Gnosis 4
These obsidian-headed arrows unerringly seek Banes, whether or not they are visible. They hit Banes automatically and inflict three dice of aggravated damage. The bite of a Bane arrow is so painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these talens, and may not wait for the archer to fire before acting.
To create a Bane arrow, one must bind a spirit of war, air, or pain into the arrow.
Source: W20 Core, pg 228
Chiropteran Spies
Gnosis 6
These Shadow Lord talens look like wooden bat figurines, which come to life when activated. The Chiropteran Spies can serve as scouts, spies or diversions for up to 12 hours. When their tasks are completed, they turn to sawdust.
Similar talens exist among other tribes: The Silent Striders have clay scarabs, the Children of Gaia use porcelain doves, and the Glass Walkers have small metal insects.
To create a chiropteran spy, a bat-spirit must be bound to the carving.
Source: W20 Core, pg 227
Compostela Scallop Shell
Talen, Gnosis 6
A werewolf who completes the Compostela pilgrimage (W20 RAtW, pg 67) often receives this as a gift from the ocean spirit at the end of the journey. To use it, the Garou thinks of a destination and activates the Talen. The werewolf wakes each day with the knowledge of the next step he must take to reach that destination. Once he reaches that destination, the power of the Talen guides him home in the same way. The Talen’s spirit departs once the Garou returns home, even if he has not completed the journey he had in mind.
A werewolf looking to create an Archa Torch or Monkeysbane must use the wood of the archa, found in the Ala Archa National Park, while the Compostela Scallop Shell (W20 RAtW, pg 82) is a reward for those Garou who complete the Compostela pilgrimage.
Source: W20 Rage Across the World, pg 82
Death Dust
Gnosis 6
When broken open, activated and sprinkled over the dead body of a recently (within a day) deceased creature, this small jar of dust allows the Garou to communicate with the corpse’s spirit.
To create death dust, one must bind a spirit of death, communication or divination into the jar.
Source: W20 Core, pg 227
Gaia’s Breath
Gnosis 5
When this small, dried gourd is crushed and the dust sprinkled over an open wound, the talen heals up to four health levels of damage (even aggravated damage).
To create Gaia’s breath, one must bind a spirit of healing into a glyph-decorated gourd.
Source: W20 Core, pg 228
Moon Glow
Gnosis 8
This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra, the wielder may activate this blessing from Luna. As long as it is carried continually, the journey should be a safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental danger — it has no power to ward off enemies actively seeking the Garou, ambushes, or the repercussions of foolhardy actions such as insulting powerful spirits in their homes.
Only a Lune can empower a moon glow talen.
Source: W20 Core, pg 228
Moon Sign
Gnosis 5
This small wax seal bears the sign of the full moon. When activated and thrown down before any werewolf, the werewolf’s player must succeed on a Willpower roll (difficulty 7), or the character changes immediately into Lupus form. This talen works on Black Spiral Dancers and other Fera as well, making them shift to their animal form.
To create a moon sign, one must bind a Lune, Wyld spirit, or wolf-spirit into the seal.
Source: W20 Core, pg 228
Nightshade
Gnosis 5
This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the imbiber’s body into shadow, rendering her virtually invisible in darkness. Only a watcher searching actively for the user can make a roll to spot her. This effect lasts only an hour.
To create a nightshade, a spirit of night or darkness must be bound into a vial.
Source: W20 Core, pg 228
Wind Snorkel
Gnosis 3
If a Garou needs to swim underwater, burrow through the earth, or venture anywhere that she ordinarily cannot breathe, she can use this peculiar talen. Fitting the end of the tube into her mouth or muzzle, the werewolf can suck enough air through it to keep herself alive and moving onward on her journey, for as long as necessary. The tube need not protrude into air to function. The spirit departs when the Garou removes the tube from her mouth.
To create a wind snorkel, an air elemental must be bound into a flexible, hollow reed or bone antler.
Source: W20 Core, pg 228
Wyrm Scale
Gnosis 8
This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and is incinerated completely.
To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil.
Source: W20 Core, pg 228
Weaver Talens
Wyrm Talens
Kinfolk Talens
If Storytellers wish to allow Kinfolk to use standard talens in their game, they may allow the talen to be activated by making a Willpower roll or spending a Willpower point, rather than Gnosis. Additionally, these talens have been created over time to aid Kinfolk in assisting the Garou Nation, and are activated using Willpower roll or expenditure rather than Gnosis.
Biting Bullet
Gnosis 7
This is a bullet or round of buckshot. A Kinfolk (or Garou) who puts it between his teeth and bites down can fire the bullet at a target he faces, just as if he were taking aim with a gun. He rolls Dexterity + Firearms or Athletics to hit. The damage delivered depends on the caliber of the bullet; act as if it were a real gunshot. Unfortunately, the biter takes one level of bashing damage from the explosion in his mouth.
This talen contains a fire spirit.
Source: W20 Kinfolk, pg 75
Dire Call
Gnosis 9
This talen looks like a slender white stick about the size of a drinking straw. When the user snaps the stick in two and spends a point of Willpower, a call goes out which summons the nearest single Garou to the user’s location. If a group of Garou is nearby, this power targets the one that is physically closest to the user’s locale.
This talen differs from the Fetish: Horn of Distress, in that the werewolf must come (spending at least 10 turns or an hour, whichever is greater, doing everything in their power to reach the user’s location) once the Dire Call is activated. Using the Dire Call is risky because the talen’s power doesn’t distinguish between friends or enemies, nor does it demand that the Garou aid the Kin once he arrives. A Kinfolk could summon an enraged Red Talon, a Black Spiral Dancer, or just an indifferent werewolf with no vested interest in offering help.
A Lune must be bound into a birch stick to make this talen.
Source: W20 Core, pg 385
Finders Keepers
Gnosis 5
There’s an old joke about a drunk who loses his keys in the park but searches for them near a streetlight because that’s where the light is. With this talen, a drunk — or anybody who uses it — no longer needs the streetlight or even the park. This talen is a simple match, and it usually comes in a box or matchbook with four others of its kind. When lit, it will reveal to its user a vision of something he has lost or had stolen. If he dropped his keys under the couch, he’ll see an image of the keys there. If his wallet was stolen, he’ll see an image of where it is now, such as in the pocket of the crook who took it. When he strikes the match, he must speak the name of the object he’s looking for: “my keys,” “my wallet,” etc. Note that the image won’t necessarily reveal the exact location of the object, but there might be clues — the name of a Chinese take-out place seen over the shoulder of the crook who stole the wallet. The image disappears when the match burns out.
This talen holds a hawk or falcon spirit.
Source: W20 Kinfolk, pg 75
Fumblegum
Gnosis 6
This pack of five sticks of bubblegum has helped many a Kin (most often Bone Gnawer Kin) out of a jam. The Kin activates it by giving a stick a few chews. He then tosses it on the ground. It then winds up on the heel of anyone who is pursuing or following the Kin, even if he didn’t walk directly over it. The pursuer must succeed in a Perception + Alertness roll to notice that he’s got gum sticking to his foot. So long as the gum is stuck to him, he’ll find it harder to catch up to his prey. Passersby will inadvertently block his way, delaying him; cops will stop him to question him; traffic will prevent him crossing the street in time. If he outright tries to run after the Kin, he must roll Dexterity + Athletics not to trip and fall. If he succeeds, the gum’s effect ends. If he fails, the gum keeps working.
This talen is created by binding a rat or cockroach spirit.
Source: W20 Kinfolk, pg 75
Hero’s Mead
Gnosis 5
This talen is a dry, herbal mixture. The user mixes the herbs with liquid, then drinks the mixture while making a Willpower roll or spending a Willpower point. If the roll is successful, she finds her Strength doubled (to a maximum of five dots). The additional Strength lasts for one scene.
To make the talen, the creator must mix a recipe of rare herbs in a container, then bind a thunder-spirit to the herbs.
Source: W20 Core, pg 384
Leaf of Grass
Gnosis 4
This is a broad-bladed tree leaf (despite its name) which, when laid over a Kinfolk’s eyes, imparts to him the words of an original poem. That’s it — a poem. But it is a very good poem, and if he were to recite it or publish it, he’d receive high accolades. A Galliard would be envious.
This talen holds an elemental spirit.
Source: W20 Kinfolk, pg 76
Long Whispers
Gnosis 7
No matter where a recipient might be — in the Gaian Realm or the Umbra — he can receive a brief written message (a paragraph, or about five full sentences) via this talen. The talen itself looks like a sheet of smooth, blank vellum. The user writes down the message, addresses the note (by name only), then activates the talen with Willpower (roll or expenditure). The notepaper blows out of her hand as if moved by an unseen wind. After one scene, it comes into the recipient’s possession in much the same way.
To create this talen, a dove-spirit or pigeon-spirit must be bound into high quality vellum.
Source: W20 Core, pg 385
Spirit Shield
Gnosis 7
This talen resembles a small shield, about the size of a pendant, which can be worn around the neck. The user brings the talen to his lips to activate it and spends a point of Gnosis. The talen glows with a faint luminescence. This soft aura expands to surround the wearer, so that he, too, gives off a pale, unearthly light. All hostile non-Garou experience fear when they witness the aura and do not approach the wearer. Against Garou attackers, the talen has one of two effects. In order to attack the wearer, the Garou must roll Wits + Enigmas (difficulty of the talen’s Gnosis rating). If the Garou succeeds, she may attack the wearer, but the talen absorbs up to 20 levels of damage before dissipating. If the Garou fails the roll, her attack will miss, no matter how many successes she rolls on her attack roll. The talen disappears when it absorbs all the damage it can or when the combat is over, whichever comes first.
This talen can only be used by a Kinfolk, since one of the Kinfolk’s ancestor spirits is bound into the talen and will only protect one of its non-Garou descendants. Some Garou have several of these made for their Kinfolk if they anticipate the possibility of an attack. Kinfolk may also request these talens from a Garou kin if they know they will be fighting a Garou. This talen does not protect against the attacks of fomori or other Wyrm creatures.
Source: W20 Kinfolk, pg 76
Test Vial
Gnosis 3
This talen allows a character to determine whether a person is Garou or Kinfolk, assuming the character can obtain a cell sample: blood, saliva, skin, hair, or the like. It looks like a simple test tube with a stopper. The tester drops her sample into the vial, seals it, shakes it, spends a Willpower point, and within five seconds, she has a thick crimson glop (Garou), a small amount of brownish powder (Kinfolk), or nothing. (No matter what other supernatural associations the person might have, non-Garou or Kinfolk samples simply evaporate.)
Ancestor, Divination, or Crow spirits may be bound into a normal test tube to create the fetish.
Source: W20 Core, pg 384