Draft2
Fetishes and Talens
This will give you the rules on how to make the tools you need to defeat the forces of evil and grossness. If you have any questions, reach out to staff!
House Rules
- We only use Fetishes and Talens found in the books, no home brew stuff.
- You can have a friend make Fetishes and Talens for you, if you don't have the necessary rites or gifts.
- Renown: +0.1 Wisdom per batch of talens (max +0.2 per month), +0.1 Wisdom per Fetish (max +0.2 per month)
Talens
- Talens need to be made for a particular story. They can be used anywhere during that plot's many scenes and events, but only for that particular plot. At the end of that story, any unused talens must be released.
- The amount of Talens created at once is limited to a maximum of 3
- You can create one batch per week per story.
- Talens have to be made through +request and set as a +note, or witnessed and approved by staff during a scene.
Fetishes
- You may craft a Fetish equal or lower than your Shifter Rank with no penalty. Requires appropriate Rites and Gifts.
- You may craft up to 2 Fetishes monthly that are between Rank 1-3. (2 week wait per fetish, capped 2 per month.)
- You may craft a rank 4 fetish with a 1 month wait period.
- You may craft a rank 5 fetish with a 2 month wait period.
- For every level the fetish is above the creators own rank, add one month to represent the extensive effort of getting the materials, research, and finagling spirit assistance. So a rank 3 character making a rank 4 fetish would take 2 months versus the single month it would normally take a rank 4 character
- Fetishes ain't free! Whomever has a fetish made for them has to pay for it, and buy the Fetish Background at the standard rate.
How to make Talens
- Requirements:
- Rite of Summoning
- Rite of Binding
- Gift: Spirit Speech
- Rite of Summoning
Step One
+request Talen Creation=Tell us what you want to make! Don't forget to tell us where to find it in which book. The entry should tell you what sort of spirit you need.
Step Two
Perform the Rite of Summoning and get at least 3 successes. For Talens, we assume you're summoning a Gaffling level spirit, and taking the extra hour to prepare for and perform the summoning ritual. +myjob/roll=### gnosis vs 3
Step Three
Perform the Rite of Binding and get at least 1 success. You have to spend 1 Gnosis to perform the rite. +myjob/roll=### willpower vs ? The difficulty is the Spirit's Gnosis, -1 for every Gnosis the ritemaster spends after the initial 1. The suggested spirit and its gnosis is listed with the talen entry below.
Step Four
+note/set me/<Plot name> Talens=Name of talen and who made it, how many you have, book source, Gnosis rating, talen description from the book. Make sure you set this note on yourself if the talens are for you, or have your friend set that info if you're making the talens for others. It'll be approved and locked! Staff will adjust the notes when the talens are used.
Dave makes a Talen
+request Talen Creation=We have a big fight coming up in the "Blood for the Blood Gourd" plot, so I want to try and make a few healing talens for my packmates. Gaia's Breath talens are from W20 Core, pg 228, and they want a spirit of healing. I'll be binding a Quartz elemental, they have Gnosis 9.
+myjob/roll=157 Gnosis vs 3
- The player gains 4 successes and summons a friendly spirit.
+myjob/add 157=I have to spend 1 Gnosis to perform the rite, but since the spirit has such a high Gnosis, I'm going to spend my 4 remaining Gnosis to bring the Quartz's down from 9 to 5. I'm also going to spend 1 Willpower on the roll for the Rite of Binding.
+myjob/roll=157 Willpower vs 5
- The player rolls against the adjusted Gnosis of the spirit and gains 4 successes, +1 success from spending Willpower, for a total of 5. Each success is one Talen. Because the maximum number of Talens the player can make is 3, they gain 3 Talens, not 5.
+myjob/add 157=I'd like to keep one talen for myself, and give one talen to Steve and one to Cathy. I'm having them set their notes right now, and mine is also being set.
+note/set me/Blood Gourd Talens=%RGaia's Breath x1 (Made by Dave)%RGnosis 5%RWhen 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).%RTo create Gaia’s breath, one must bind a spirit of healing into a glyph-decorated gourd.%RSource: W20 Core, pg 228%R
Staff checks the job, approves the rolls as having been done correctly. They check the +notes for Dave, Steve, and Cathy. As long as all the info is there, staff approves the +notes, adds 1 temp point of Wisdom to Dave for having successfully made talens, and then approves the +job for Dave. Staff reminds Dave that these Gaia's Breath Talens can only be used or given to others during scenes related to the "Blood for the Blood Gourd" plot.
Shifter Talens
This is a list of Talens from the W20 Shifter books. Talens from Revised with be sorted through and added in, but there's a ton of them so it's going to take a minute.
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
Suggested Spirits:
Archa Tree: Gnosis 8
Lesser Wyldling: Gnosis 6
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
Suggested Spirits:
War: Gnosis 6
Air elemental: Gnosis 7
Pain: Gnosis 5
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
Suggested Spirits:
Bat: Gnosis: 6
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
Note: Only bestowed as a specific quest reward, as stated in the description.
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
Suggested Spirits:
Death: Gnosis 10
Communication Epiphling: Gnosis 7
Chimerling: Gnosis 10
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
Suggested Spirits
Quartz elemental: Gnosis 9
Water elemental: Gnosis 10
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
Suggested Spirits:
Lune: Gnosis 7
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
Suggested Spirits:
Lune: Gnosis 7
Lesser Wyldling: Gnosis 6
Wolf: Gnosis 5
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
Suggested Spirits:
Night: Gnosis 9
Darkness: Gnosis 9
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
Suggested Spirits:
Air elemental: Gnosis 7
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
Note: A Wyrm spirit will not willingly let a Gaian bind it to service, you'll need to beat the stuffing out of it first, and then roll vs 3 while it's incapacitated. Staff can run this short combat with you! You'll likely win, but it might make for a cool story to tell.
Kinfolk Talens
This is a list of Kinfolk Talens from the W20 Shifter books.
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
Suggested Spirits:
Fire elemental: Gnosis 5
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
Suggested Spirits:
Lune: Gnosis 7
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
Suggested Spirits:
Falcon: Gnosis 5
Hawk: Gnosis 5
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
Suggested Spirits:
Rat: Gnosis 7
Cockroach: Gnosis 7
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
Suggested Spirits:
Thunder: Gnosis 6
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
Suggested Spirits:
Air elemental: Gnosis 7
Earth elemental: Gnosis 5
Fire elemental: Gnosis 5
Water elemental: Gnosis 10
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
Suggested Spirits:
Dove: Gnosis 10
Pigeon: Gnosis 8
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
Suggested Spirits:
Ancestor Spirit: Gnosis 7
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
Suggested Spirits:
Ancestor Spirit: Gnosis 7
Chimerling: Gnosis 10
Crow: Gnosis 6
How to make a Fetish
- Requirements:
- Rite of Summoning
- Rite of the Fetish
- Gift: Spirit Speech
- Rite of Summoning
Step One
+request Fetish Creation=Tell us what you want to make! Don't forget to tell us where to find it in which book. The entry should tell you what sort of spirit you need. Is this Fetish for you or someone else?
Step Two
Perform the Rite of Summoning and get at least 3 successes. We can assume you're spending time preparing for the ritual, and summoning a Jaggling spirit. Hopefully you don't have any plans for ritual night! +myjob/roll=### gnosis vs 3
Step Three
Chiminage: The person that this Fetish is for has to offer chiminage of some sort. The more significant the offering, the more investment of your time and energy, the better. If your offer is good, this will get you a -1 to the difficulty of the final roll.
Step Four
Negotiations: The person this Fetish is for is the one that has to convince the spirit to serve in the Fetish. That person needs to add to the job how they're convincing the spirit. Is it an act of inspiring leadership, an impassioned vow of partnership vs the Wyrm, a clever cajoling, or something else? A roll of that type will be needed on the job vs the Spirit's Willpower, the Staffer will let you know what to roll based on what you're trying to do. Success will get you a -1 to the final roll.
Step Five
Perform the Rite of the Fetish The roll is Wits + Rituals vs 10. If you gained a -1 from both Chiminage and Negotiations, you should be down to Wits + Rituals vs 8! For every 1 permanent Gnosis you sacrifice, you can lower the difficulty by 2. Yes, you can spend a Willpower on this roll, declare doing so before you roll. +myjob/roll=### wits+rituals vs 8
Step Six
+note/set me/<fetish name>=Name of the Fetish, who made it, book source, level and gnosis rating, fetish description from the book Whomever this Fetish is for needs to set this +note on themself, and staff will approve it when the item is officially created!
Dave makes a Fetish
Dave: +request Fetish Creation=I'd like to make a Beast Mask (Raven) for my best friend Jake, so that the Garou can act as a raven with all the species benefits that animal possesses (flight, small size, heightened perception). I'll be binding a Raven spirit to it. Please add Jake to this job so that he can offer chiminage and add his negotiation roll.
Dave: +myjob/roll=208 Gnosis vs 3
- Dave rolls 3 successes and summons a neutral Raven spirit.
Jake: +myjob/add 208=Thanks for offering to do this for me, Dave! Jake will offer as chiminage a hand built gothic shrine to the Raven totem, he's been collecting loose raven feathers for weeks for this! He will also provide safe haven for mundane ravens on his territory.
Jake: +myjob/add 208=To convince the spirit that it should serve as a fetish and give me the ability to take the form of a raven, I'm going to appeal to its sense of Gaian duty; while I may not be an innate spy or thief of secrets, I will use this form to defend and protect, being able to better aim myself as a warrior if I can gain advance intelligence covertly. Together we'll do Gaia proud!
Staff: That's a good chiminage, it's time consuming and takes effort to collect feathers and build a respectable shrine. For your negotiations, that sounds like Charisma + Leadership vs the Spirit's Willpower of an 8.
Jake: +myjob/add 208=I'm going to spend Willpower on this roll.
Jake: +myjob/roll=208 Charisma+Leadership vs 8
- Jake scores no successes on the roll, but it's not a fail, not a botch. Since he spent Willpower, he effectively has 1 success.
Staff: Woo! It was a hard argument and the raven seemed skeptical of your claims, but your confidence and passion end up swaying its opinion and it agrees to let Dave try to bind it. Dave, please roll for the Rite of Binding! Your difficulty on the Wits + Rituals roll is 8, due to successful chiminage and negotiations. Good luck!
Dave: +myjob/add 208=Oh I'm definitely spending a Willpower on this roll...
Dave: +myjob/roll=208 Wits+Rituals vs 8
- Dave scores 1 success on his roll, and with the Willpower spend, his effective successes is 2.
Jake: +note/set me/Fetish Beast Mask=%RBeast Mask (Raven) (Made by Dave)%RLevel Three, Gnosis 8%RThis 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.%RTo create a beast mask, one must bind an appropriate animal spirit into the mask.%RSource: W20 Core, pg 223%R
Jake: +myjob/add 208=I've set +note jake/fetish beast mask on myself!
Staff: Great! Jake, you currently have 0 points in the Fetish background, so you'll need to buy 3 dots in that. That will be 3+2+4 xp, are you ready to pay up?
Jake: Yes!
Staff deducts the xp and sets the stat on Jake's sheet. They then approve the +note on Jake, and award Dave .01 Wisdom for successfully creating a Fetish. The +job is approved, and Jake is free to enjoy his new magical item!
Fetishes
These are Fetishes from W20 Shifter books. Fetishes from Revised will be sorted through and added in, but there's a ton so that'll take a minute.
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
Suggested Spirit:
Ancestor Spirit: Willpower 6
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 traveler’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
Suggested Spirit:
Ancestor Spirit: Willpower 6
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
Suggested Spirit:
Dove: Willpower 9
Water elemental: Willpower 6
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
Suggested Spirits:
Magpie: Willpower 6
Possum: Willpower 6
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
Suggested Spirits:
Glass elemental: Willpower 4
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
Suggested Spirits:
Night: Willpower 9
Darkness: Willpower 9
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
Suggested Spirits:
War: Willpower 5
Disease: Willpower 2
Pain: Willpower 2
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
Suggested Spirits:
Fox: Willpower 6
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
Note: This is a pretty special circumstance item, and if it's ever made, it's going to be handled by staff in some curious fashion.
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
Suggested Spirits:
Air elemental: Willpower 3
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
Suggested Spirits:
Falcon: Willpower 8
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 medical 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
Suggested Spirits:
Rat: Willpower 8
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
Suggested Spirits:
Water elemental: Willpower 6
Bear: Willpower 8
Snake: Willpower 5
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
Suggested Spirits:
Chamelion: Willpower 5
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
Suggested Spirits:
Vengeance: Willpower 5
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
Suggested Spirits:
Cuckoo: Willpower 7
Dream: Willpower 6
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
Suggested Spirits:
Cat: Willpower 6
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
Suggested Spirits:
Magpie: Willpower 6
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
Suggested Spirits:
Revolution: Willpower 8
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
Suggested Spirits:
Wolf: Willpower 6
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
Suggested Spirits:
Water elemental: Willpower 6
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
Suggested Spirits:
Parrot: Willpower 5
Mockingbird: Willpower 6
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
Note: There are too many animals to list, but more than likely the anima will be in the realm of Willpower 6 to 8. We'll look it up when you try to make one.
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
Suggested Spirits:
War: Willpower 5
Cobra: Willpower 5
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
Suggested Spirits:
War: Willpower 5
Snake: Willpower 5
Pain: Willpower 2
Death: Willpower 9
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
Suggested Spirits:
Water elemental: Willpower 6
Forgetfulness: I forget.
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
Suggested Spirits:
Lune: Willpower 8
Chamelion: Willpower 5
Illusion: Willpower 6
Shadow: Willpower 7
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
Suggested Spirits:
Pattern Spider: Willpower 6
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
Suggested Spirits:
Sleep: Willpower 6
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
Suggested Spirits:
Turtle: Willpower 8
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
Suggested Spirits:
Fire elemental: Willpower 5
Sunlight: Willpower 5
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
Suggested Spirits:
Pattern Spider: Willpower 6
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
Suggested Spirits:
Chimerling: Willpower 3
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
Suggested Spirits:
Glass elemental: Willpower 4
Metal elemental: Willpower 10
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
Suggested Spirits:
Termite: Willpower 8
Bee: Willpower 8
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
Suggested Spirits:
Air elemental: Willpower 3
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
Suggested Spirits:
Bird: Willpower 6
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
Suggested Spirits:
War: Willpower 5
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
Suggested Spirits:
War: Willpower 5
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
Suggested Spirits:
War: Willpower 5
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
Suggested Spirits:
Wolf: Willpower 6
Archa Tree: Willpower 7
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
Suggested Spirits:
Illusion: Willpower 6
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
Suggested Spirits:
Epiphling of Going Places: Willpower 7
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
Suggested Spirits:
Bee: Willpower 8
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
Suggested Spirits:
Owl: Willpower 5
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
Suggested Spirits:
Epiphling of Going Places: Willpower 7
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
Suggested Spirits:
Unity: Willpower 8
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
Suggested Spirits:
War: Willpower 5
Second spirit: Variable (Fire: WP 5, Ancestor: WP 6, etc)
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
Suggested Spirits:
War: Willpower 5
Silver: Willpower 10
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
Suggested Spirits:
Time: Willpower 8
Dream: Willpower 6
Enigmas: Willpower 6
Wisdom: Willpower 8
Kinfolk Fetishes
This is a list of Kinfolk specific Fetishes from the Shifter books.
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
Suggested Spirits:
Dog: Willpower 6
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
Suggested Spirits:
Air elemental: Willpower 3
Bird: Willpower 6
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
Suggested Spirits:
Ancestor: Willpower 6
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
Suggested Spirits:
Bird: Willpower 6
Raven: Willpower 8
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
Suggested Spirits:
Ancestor: Willpower 6
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
Suggested Spirits:
Balance: Willpower 6
Fire elemental: Willpower 5
Sunlight: Willpower 5
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
Suggested Spirits:
Ancestor: Willpower 6