The fetish background is going to be removed to allow more flexibility and fetishes for players. Know that the more fetishes you have, the more bans and deals you will have. However The maximum at character creation is 3 with a justified backstory. You can only have a maximum of 1 fetish at character creation.
All fetishes, even ones you find, will now require you to strike a deal with the spirit of the fetish as part of attuning to it.
How they work
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.
So, you're an enterprising theurge and you'd like to make some fetishes right? These rules can be found in Hammer and Klaive (Werewolf Revised) – Some of this will involve conferring with your ST on exactly what will be needed for the fetish. These rules are used so that making a fetish is not reduced to a mere dice roll – fetishes are sacred treasures of the Garou nation and those who make them are looked upon favorably.
An optional first step is Research – where your PC looks into how other successful fetishes have been made or their effects (i.e. a klaive does agg to all targets because of the war spirits bound within etc.)
Doing research on a fetish makes later phases of fetish creation easier. Players must firmly present the specifics of the fetish they seek to design to the Storyteller — no one can do research if they don't know what they're researching. With the Storyteller's permission, players roll Charisma plus either their Mentor or Kinfolk Background against difficulty 8, or roll Charisma plus Allies or Contacts against Difficulty 9. Every success reduces the target difficulty of the actual Rite of the Fetish by 1. A botch indicates misleading research and the first success on the Rite of the Fetish roll is ignored. This also requires roleplaying and time, assume a week of research for each point of Background—Getting together information from a large family will take longer than just asking your siblings to see what they can dig up. If speed is required, players can elect to roll fewer dice and take less time with their research.
Again, this step is optional, you don't have to spend weeks doing this research but it can help if you have the connections.
All fetishes require deal to be made. If you are making a fetish for someone else, you should have the person wielding the fetish make the deal.
By the book
By the book ones are shown below. Fera and Tribal fetishes will be case by case basis.
Weaker versions of the Fetishes below could possibly be made, but will be a case by case basis.
Name | Level | Gnosis | Book and Page | Is it allowed/what rank allowed |
---|---|---|---|---|
Apeskin | 1 | 6 | Core, 221 | CC |
Harmony Flute | 1 | 5 | Core, 221 | Fostern |
Magpie's Swag | 1 | 5 | Core, 221 | CC |
Mirrorshades | 1 | 7 | Core, 222 | CC |
Nyx Bangles | 1 | 6 | Core, 222 | Fostern |
Truth Earing | 1 | 6 | Core, 222 | Fostern |
Cup of Alicorn | 2 | 6 | Core, 222 | CC |
Chameleon Skin | 2 | 7 | Core, 223 | Fostern |
Dagger of Retribution | 2 | 5 | Core, 223 | Fostern |
Dream Stealer | 2 | 5 | Core, 223 | Fostern |
Spirit Tracer | 2 | 5 | Core, 223 | CC |
Bane Skin | 3 | 7 | Core, 223 | CC |
Beast Mask | 3 | 8 | Core, 223 | CC |
D’siah | 3 | 6 | Core, 223 | CC for striders, not allowed for others |
Fang Dagger | 3 | 6 | Core, 224 | Adren |
Partridge Wing | 3 | 7 | Core, 224 | Fostern |
Phoebe's Veil | 3 | 7 | Core, 224 | Adren |
Sanctuary Chimes | 3 | 6 | Core, 224 | Fostern |
Sun Whip | 3 | 7 | Core, 224 | Adren |
Wind Whistle | 3 | 5 | Core, 224 | CC |
Guide Book | 1 | 5 | Changing Breeds, 55 | CC |
Vanity Mirror | 3 | 7 | Changing Breeds, 55 | CC |
Tracking Web | 3 | 6 | Changing Breeds, 69 | Fostern |
False Protection | 2 | 6 | Changing Breeds, 91 | Adren |
uPhone | 3 | 8 | Changing Breeds, 102 | Fostern |
Rattle-trap | 3 | 7 | Changing Breeds, 120 | CC |
Plenipotentiary | 1 | 5 | Changing Breeds, 136 | Fostern |
Bad Medicine Bag | 2 | 6 | Changing Breeds, 176 | Fostern |
Standard Issue Sunglass | 1 | 6 | Changing Breeds, 191 | CC |
Pain Dagger | 1 | 6 | Changing Breeds, 191 | CC for blade slave ratkin, but the upgrades to it must be through play |
The City's Pulse | 2 | 5 | Rage across world, 54 | CC |
In a flash drive | 2 | 6 | Rage across world, 54 | adren |
Profile Skimmer | 3 | 6 | Rage across world, 54 | adren |
Video Phone | 3 | 7 | Rage across world, 54 | Fostern |
Gaia's Phone Book | 1 | 7 | Book of the City 119 | Fostern |
Leadfoot License plate | 1 | 6 | Book of the City 119 | CC |
Moon/sun Wrath | 1 | 5 | Book of the City 119 | CC |
Veil of Sin | 2 | 5 | Book of the City 119 | CC |
Umbraphone | 3 | 5 | Book of the City 120 | Adren |
Custom
Custom fetish’s are unattainable until adren level. Custom fetishes can be unique, but once made it isnt uncommon to see others make similar fetishes or take inspiration from it.
Get with your ST regarding what Gnosis and Level your proposed fetish will have (The rules are too lengthy and wordy to put here in full. But follow along with your ST in Hammer and Klaive and you will be fine. Basically, compare what you want the fetish to do with what other fetishes with a similar power level do to determine the most appropriate level and gnosis rating)
Finding an appropriate object is mostly a matter of shopping around and having an appraiser's eye. Roll Wits + an Ability appropriate to the object being searched for. As an example, looking for a good sword would come under the Melee ability, while a good flute would fall to Performance. The difficulty of the roll depends on the rarity of the object: Something you can find in an average mall would be 5, something you find in specialty shops would be a 7, and something truly exotic would be a 9. These do not reflect so much the difficulty in finding any such object, all that requires is a lot of hard work and research. Rather, this reflects the difficulty of finding a good example of the object; the rarer the item, the more likely you'll have to settle for what you find. Finding a good quality item is essential — If the Wits roll gets less successes than the Level of the Fetish, then few spirits will ever bother negotiating to enter it
Finding someone to make an item for you is more a matter of knowing those in the field rather than the field itself. Rolling Allies, Contacts and Kinfolk is the easiest way to do this, with a difficulty depending upon the size of the field. Of course, if the character knows someone in the field directly, success should be automatic. Some Storytellers may also allow players trying to find pre-made fetishes to also make one of these Background rolls to enlist the help of those they know. (“Dear Suzy, how's my favorite little sister? Hey, you wouldn't be able to check out some music shops in Portland and search for a…”) Every two successes on this roll reduces the difficulty of the other roll by 1.
Good quality items or vessels are ussaully crafted rather then bought. When a vessel is created, which can be made by you or someone else, even kinfolk can make vessels, these are objects that have been specially crafted for spirits to inhabit. A vessel needs to have a number of success equal to 5 times the fetish level, craft roll can be made once a week and you can use WP. DC depends on the complexity of the item. After that then a deal with a spirit must be made, usually by following a ban, as a spirit is permanent in a fetish unless released, a garou is usually expected to follow the ban or deal as well. Falling to do so can cause the fetish to become inactive or harder to use.
Finally, making an object yourself is a straight Wits + Crafts roll, with a difficulty set by the Storyteller depending on the complexity of the object. Storytellers may also give bonuses based upon other associated Abilities. For example, a Garou with Melee 5 is going to have an easier time crafting a good sword than an untrained klutz — he knows precisely the length and balance that suits his hand, and can work accordingly.
There is not necessarily a system for this specifically, as traditions vary among tribes and breeds but essentially you purify the object by exposing it to the elements in a way that the Garou feels prepares it to accept the spirit.
This phase of creating a fetish can be handled entirely within the rules for the Rite of Cleansing. Storytellers may choose to give a bonus for particularly successful Cleansing Rites, reducing the difficulty on the Rite of the Fetish by 1 for every success rolled over the level of the fetish being created. Creative variations on this Rite should also be rewarded by dropping the difficulty on the Rite of Cleansing by 1. Whoever performs this rite (and it need not be the fetish creator in most cases) must know the Rite of Cleansing, this part is not contained within the Rite of the Fetish.
There is no bonus for a good success on the rite of summoning however rolling one success will increase the rite of the fetish difficulty by 2 and rolling two successes will increase the rite of the fetish difficulty by 1. This is because you start out having already offended the spirit.
Finally we come to
There are a few final modifiers for the final contested roll
You can:
The final rite goes as follows:
What makes this more complicated is that every roll beyond the first in the extended test must be earned by the ritualist by trying another tactic in the negotiation. Any of the tactics discussed above (such as Gnosis bribes, taboos, threats, and so forth) are legitimate, as are any clever tricks the player might think of.
Finally, the ritualist can choose to 'double up' on tactics in order to reduce the difficulty. Instead of just employing a taboo, they could offer two taboos. The first taboo earns the ritualist another roll, the second one drops the difficulty of that and all future rolls. This continues until either the ritualist gains the needed advantage of successes (whereupon the fetish is created), the spirit does the same (in which case the spirit becomes bored and leaves) or the negotiations stall, with the ritualist unable to think of a way to continue. (In which case, again, the spirit leaves.)
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.
By the book
By the book ones are shown below. Fera and Tribal talens will be case by case bases.
Weaker versions of the Talens below could possibly be made but will be a case by case basis.
To make them you must be of appropriate rank and must have rite of binding and must make a spirt deal.
Name | Gnosis | Book and page | Is it allowed/what rank allowed |
---|---|---|---|
Bane Arrows | 4 | Core, 228 | Cliath |
Chiropteran Spies | 6 | Core, 228 | Cliath |
Death Dust | 6 | Core, 228 | Cliath |
Gaia's breath | 5 | Core 229 | Cliath |
Moon Glow | 8 | Core 229 | Fostern |
Moon Sign | 5 | Core 229 | Cliath |
Nightshade | 5 | Core 229 | Cliath |
Wind Snorkel | 3 | Core 229 | Cliath |
Wyrm Scale | 8 | Core 229 | Fostern |
Archa Torch | 6 | Rage across heavens 81 | Cliath |
Compostela Scallop Shell | 6 | Rage across heavens 81 | Fostern |
Attire of Desire | 3 | Book of the city, 120 | Cliath |
Clay Contract | 6 | Book of the city, 121 | Cliath |
Letter from Hell | 6 | Book of the city, 121 | Fostern |
Untraceable Bullets | 6 | Book of the city, 122 | Cliath |
Custom
To make custom talens you must have spirted lore 2, occult 3 and have been making talens, this is so players can get used to making talens and pcs have the knowledge to make them. Working with sts is necessary for balance. Scenes are required to make custom talens and make deals for them. Making by the book talens requires a deal but can be talked about with st.
Custom talens can be made at Fostern level, and the deals are temporary just like the talens are.
Klaives and Grandklaives are one-of-a-kind objects, as such they have been changed to be more unique.
How to get them
Klaives can only be obtained at athro rank and higher, and Grandklaives at main stage. Even then you must have a significant reputation to obtain one. They can be obtained through battle from someone who has one, but this is very difficult and has a good chance of having your character killed. You can also have one made for you, but you first must find a Klaivesmither NPC that can actually make one for you. They will put you through tests and challenges, both to see if you are ready and as payment.
Unlike normal fetishes, all klaives and grand klaives have multiple spirits in, one almost always being a Lune (though this can be different depending on the shifter and type of klaive made). You will have to convince powerful spirits to be part of your klaive, and they won't impose a simple ban like the spirits of fetishes do. In addition, you will have to get unique materials for your klaives and grandklaives if they are made from scratch. Materials with a significant spiritual presence, which will be a challenge to obtain. Almost always a moon stone will be part of it, but also other materials. Not just wood, but the very wood from Heras apple tree at the garden of Hesperides . Not just fire, but the fire that burned down the White House. Not just paint, but the paint made by Leonadro da Vinci to paint his most famous works.
Klaives have a max of 3 spirits and unique items while grandklaive has a max of 5
Once a Klaive and Grandklaive is made, their abilities are things of legends, as each one is unique and special to each person. No two are ever the same. This is one of the highest honors, but comes at a massive risk and reward.
How to make them
It is theoretically possible to become a klaivesmither, but this is a very long journey that isn't for everyone. You may achieve this by end game, but more likely achieve this during main stage. This is something a character must truly want and build throughout the course of your characters journey.