Nocturne V.2
A World of Darkness Sim
WEREWOLVES
The Warriors Of Gaia
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FETISHES
The pacts between werewolves and the spirits of Gaia take many forms -- sometimes, a physical item of power. Fetishes are the treasures and heirlooms of the Garou, each one a spiritual being giving service to Gaia by becoming a weapon, talisman or tool.
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You may buy one fetish a week and it is highly encouraged role play making it (speak to Storyteller for details). You also may not buy any fetish which rank is higher than your current Potent Gnosis Level.
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Apeskin
Level: 1
Spirit: Homid Ancestor
Appearance: A strip of ape or human skin, tattooed with glyphs.
Effect: Usually, the Homid shape of a Lupus or Metis Garou is vulnerable to silver.
An active Apeskin removes that vulnerability, at the cost of rendering their homid shape unable to regenerate.
Both effects can be useful for Lupus and Metis Garou to maintain a human disguise. ((Note, This offers immunity only to HOMID form))
Bell of Ice
Level: 1
Spirit: Ice
Appearance: A pure silver bell about four inches tall and engraved with glyphs warding against magic.
Effect: When activated, the ice-spirit seeks out and embraces the victims of lingering enchantment, causing them to shiver violently. This is very useful for seeking out victims of magical mind control or otherwise attempting to explain unusual behavior. It works on Garou rites or Gifts, Vampiric powers of blood magic, and the magical spells and incantations of sorcerers and mages. If for some reason the victim wants to resist being discovered of their own free will, they they may try not to shiver by succeeding in a Composure + Resolve (difficulty 18+).
Additional Information: It will not detect the presence of evil spirits in people (such as fomori or a ghost possessing a human) nor will it detect the condition of being a blood-bound to vampires. Such conditions are not magical, despite being supernatural.
Dueling Claws
Level: 1
Spirit: Any infant animal spirit
Appearance: The glyphs of Story, Honor, and Claw marked into the Garou’s own claws
Weapon Traits: Inflicts 1 damage (may not be increased through use of any gifts, other fetishes, or even rank benefits)
Effect: When a successful strike is made the fetish leaves bright red wounds that remain, visible for hours afterwards, remaining even if the wounds are healed. These fetishes are popular both with Philodox and Ahrouns as a way of settling disputes honorably.
Harmony Flute
Level: 1
Spirit: Peace, Calm, Water or Bird
Appearance: A hickory flute, adorned with the feathers of songbirds.
Effect: Once the Harmony Flute is active, you may play it with a Charisma + Performance vs Wits + Composure. If successful, you play a soothing melody that invokes ancestral memories of a time when Gaia was in balance. Everyonethat fails the resist roll stops fighting. This effect continues only as long as you continue to perform. Someone also brought out of this trans if they are attacked.
Truth Earring
Level: 1
Spirit: A servant of Falcon
Appearance: A small gold earring
Effect: +2 Empathy
Lost Keyring
Level: 1
Spirit: mouse
Appearance: The Garou with this device owns hundred of keys attached to a six-inch steel ring.
Effect: +2 Larceny to opening locks
High Pitch Transmitter
Level: 1
Effect: The ear of a wolf can hear sounds much, much higher than that of a human being. This Cyberfetish raises the Garou's voice tone beyond the human range of hearing but within the wolf range, allowing the Garou to speak while remaining inaudible to humans. Whilst this fetish may be used in any form, only Garou in Crinos, Hispo or Lupus will hear the signal.
Dark Mask
Level: 2
Spirit: Owl Spirit
Appearance: A strip of black cloth, made so that it is completely opaque
Effect: When activated and worn the wearer effectively goes into frenzy, receiving all benefits and detriments thereof (+3 attack, -3 defense, ignore wound penalties, immune to mind control). The user doesn’t appear to be in frenzy, however, but instead looks as if he’s fighting normally other than being unable to distinguish friend from foe.
Additional Information: It is still possible to actually frenzy while wearing the fetish. Should this happen the wearer cannot think enough to remove the mask, which wouldn’t stop a true frenzy anyways.
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Snake Bow
Level: 2
Spirit: Snake
Appearance: This finely crafted bow has the skin of a rattlensake running along the back
Effect: +4 attack rolls, aggravated damage.
Eye of the Night
Level: 2
Spirit: Sun spirit (bound at dusk) or a Lune spirit (bound just before dawn)
Appearance: A small circular glass disk, 5 inches in diameter
Effect: When activated, the disk is hurled into the air and at its apex will suddenly stop and remain centered over the user’s head. If activated at night, the disk will suddenly burst into a glow as powerful as the full moon. This can be useful for searching dark areas, and will also stun any opponents who can’t succeed at a Wits + Composure Roll (difficulty 18+). (Stunned opponents lose their next action; this fetish can’t stun entities that don’t rely on sight.)
Lagomorph’s Boon
Level: 2
Spirit: Luck Spirit
Appearance: A Lucky Rabbit’s Foot
Effect: Once activated (which may be done at any time, so long as the user has gained Rage in the same turn) the fetish provides a single Luck-like reroll per scene.
Air Foot Anklets
Level: 2
Spirit: Insect, Bird, or Air
Appearance: Bronze Anklets
Effect: These bronze anklets make every footstep hit the group with almost no impact whatsoever. +2 Stealth Rolls.
Baneskin
Level: 2
Spirit: Bane
Appearance: A fragment of a Bane, preserved in a cloth wrapping, worn like an amulet.
Effect: Wyrm-spirits in the area perceive you as one of their own. If you make a hostile action against a Bane, this illusion collapses. A Baneskin won't fool an Incarna or similarly powerful spirits.
Fang Dagger
Level: 2
Spirit: War, Pain, Death, or Snake
Appearance: An ivory knife, shaped from a great beast's tooth or tusk
Weapon Traits: +2 attack and parry rolls, deals Aggravated.
Fetish Staff
Level: 3
Spirit: Lesser Spirit Of War or Unicorn
Appearance: These weapons are made of the rare woods from the Umbra Plains.
Weapon Traits:
Attack Bonus: + 3
Defense Bonus +3
Damage type Bashing /Lethal / Aggravated (Choose per attack)
Note: One success is subtracted from the final score if using the Aggravated application of the weapon. (unless only one success is rolled)
Non Concealable
Note: Requires use of both hands. May even parry brawl attacks.
Phoebe's Veil
Level: 3
Spirit: Illusion, shadow, lune or chameleon
Appearance: A small crescent moon of gold, worn as a pendant.
Effect: If you activate this fetish at night, you vanish completely for one turn per composure rank . While invisible, you cannot be detected by any senses, be they natural or supernatural, except for touch.
Bow of Artemis
Level: 3
Spirit: Pegasus
Appearance: long bow.
Effect: +6 to attack rolls, +2 to Survival rolls, aggravated damage,
Sanctuary Chimes
Level: 3
Spirit: Protection, guardian, or turtle
Appearance: A small tubular bell.
Effect: No spirit may materialize in the physical world within 30 meters of active Sanctuary Chimes. Garou often use this effect to protect areas of their Caerns, the homes of pregnant Kinfolk, and rituals that would be targeted by Wyrm-spirits.
Sun Whips
Level: 3
Spirit: Sunlight or Fire
Appearance: Bullwhips with a small gold nugget at the tip
Weapon Traits: +2 to attack rolls, lethal damage (aggravated to vampires).
Effect: When activated the weapon glows slightly, and upon making contact with a vampire bursts into either sunlight or flame (provoking a fox-frenzy challenge from the vampire).
Monkey Puzzle
Level: 3
Spirit: Ghost, illusion, or trickster
Appearance: A human hair preserved in a piece of amber.
Effect: No matter what your form, humans looking at you will only see your homid shape. While this effect allows you to stroll down Main Street in Crinos without sending the crowd fleeing in terror, your actions -- like biting the head off some hapless fomor -- are not disguised, and may give you away nonetheless.
Spirit Whistle
Level: 3
Spirit: Madness, discord, or screech owl
Appearance: An ivory whistle
Effect: You must blow into this whistle as you activate it. The piercing shriek of the whistle inflicts immense pain on all spirits within the cone of your forward vision. These spirits must each win a Gnosis Challenge against you or flee.
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Partridge Wing
Level:3
Spirit: spirit of water or forgetfulness
Appearance: 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.
Effect using on self: 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.
Effect using on others:
Roll: Melee + Dexterity + 3 vs characters Composure + Resolve
Success: The target suffers no damage and forgets ONE specific and recent memory (within least 24 hours) The attack itself is forgotten too.
Alternatively each success can increase the targets delirium roll by 1 (thus lessening crippling effect on targets stricken with terror)
Limitation: This may only be used once per target once per night.
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Loki's Fire
Level: 3
Spirit: deceit
Appearance: This fetish usually appears as a fiery red stone about the size of a human's palm, similar in color to a carnelian
Effect: +3 Manipulation rolls
Klaive
Level: 3
Spirit: War
Appearance: This is the signature weapon of the Garou, a huge silver dagger made for use in any form from Homid to Crinos.
Weapon Traits: +3 to attack and parry rolls, Aggravated Damage.
Effect: -1 Maximum Gnosis
Additional Information: The word Klaive means "burden" in the High Tongue; weapons with this name are recognized as an honor and responsibility to carry.
Similar Fetish Weapons: Many tribes have traditional weapons other than the Klaive, from the Labrys of the Black Furies to the shivs of the Bone Gnawers. Such weapons can function identically to Klaives while maintaining their tribal distinctions, but the Nation as a whole reserves its view of honor for the traditional silver blade.
Umbra Claws
Level: 4
Spirit: Any Wyld Spirit
Appearance: The Glyphs of “Umbra”, “Wisdom”, and “Claw” and etched into the Garou’s own claws.
Effect: When activated the Garou’s claws become capable of tearing the Gauntlet. While the Gauntlet quickly repairs itself in a flurry of Pattern Spiders mending and weaving, this creates a short time in which the Garou can step sideways considerably easier. Anyone in the same area as the Garou when she successfully activates the Umbra Claws gains a +3 trait bonus for stepping sideways. The effect is instantaneous; anyone wanting to enter the Umbra must do so in the same turn that the Gauntlet is torn.
Time Piece
Level: 4
Spirit: Water
Appearance: Any device used to tell time (sundials, hourglasses, and wristwatches are all appropriate objects for this fetish)
Effect: Once activated the Time Piece slows down time temporarily for everyone but the Garou holding the fetish. In game terms, in the first turn after the Time Piece is activated, the Garou gains a +1 trait bonus to physical challenges made for the purpose of attacking or dodging. The second turn he gains +2, and the third turn he gains +3. After the third turn time suddenly speeds up again, and all bonuses are removed.
Additional Information: This fetish may only be activated once per day.
Tangling Whip
Level: 4
Spirit: A Lizard Spirit that has the ability to shed its own tail
Appearance: A while made from braiding together several green leather strips, attached to a steel handle
Weapon Traits: +2 to attack rolls, lethal damage.
Effect: With every successful strike with the Tangling Whip the whip sheds from the handle and begins to wrap itself around the victim. While entangled in such a fashion the victim takes a -1 penalty to all Dexterity rolls. This stacks up to max of -5 penalty. The victim can break the tangle by spending action and rolling Strength + Athletics, Difficulty 16.
Additional Information: Once a whip has been shed a new one sprouts from the handle. The whip may thus only be used once per round, but otherwise suffers no ill effects from this shedding.
Unbroken Cord
Level: 4
Spirit: A Unity-spirit (such as a flock of birds)
Appearance: A hemp cord knotted and braided into elaborate patterns. Usually of a great enough length to make necklaces or belts.
Effect: Once activated the pack leader may spend 1 Gnosis and share one of their Gifts with any pack member.
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Gnostic Bag
Level: 4
Spirit: Engling
Appearance: This small pouch, usually decorated with ornamentation and Garou pictograms, can store Gnosis.
Effect: Can store 3 Gnosis in it, and garou may spend action to consume all or some of it. To Reharge it must be left in a caern, gaining 1 Gnosis per day (max 3).
Rager
Level: 4
Spirit: Anger, War, Wolverine or Boar
Appearance: This shard of bone is made from the remains of an Ahroun who fell in combat against the Wyrm.
Effect: Garou may pass up to 3 Rage into this bone from themselves till it is capped out. To Cleanse it it must be left in a caern, where it loses 1 rage per day.
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Body of Scars
Level: 4
Spirit: A plant or rabbit spirit
Appearance: This fetish is bound into a Scar that the Garou has received that reduced her below Incapacitation (thus resulting from a Rage Heal).
Effect: +2 Stamina, Passive.
Grand Klaive
Level: 5
Spirit: War, plus a second spirit unique to each grand klaive
Appearance: A silver sword, usable in any form from Homid to Crinos
Weapon Traits: +5 to attack and parry rolls, Aggravated Damage.
Effect: -2 Maximum Gnosis. Grand Klaives have a second spirit bound inside, giving the weapon additional, unique powers. A fire-spirit, for example, may render the bearer immune to flame, for more details speak with Storyteller.
Additional Information: Grand Klaives are rare, often in the keeping of heroic Garou lineages. The Silver Fangs, Fianna and Shadow Lords are particularly famous for keeping them in the family. No Sept will give one up to outsiders lightly, and young Garou never bear them for long without being challenged over it. The blade is forged from so much silver that you lose two Gnosis simply by carrying one.
CUSTOM FETISH CREATION
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Garou can make custom fetishes by using the following methods presented -here-
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These custom fetishes have an xp cost
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Objects to be enchanted must be of fine materials- spirits do not dwell in inferior residences, even if bound into servitude. Items made of poor materials either shatter or result in an enchantment that attacks the wielder.
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The intelligent Theurge determines the spirit’s preference before obtaining the receptacle. The most important thing is that the shape of the housing corresponds with the purpose of the spirit – a spirit of erotic love will have little interest in an automatic pistol as a home.
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Next, the Theurge must convince the spirit to enter the object; the process for doing so varies.
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They can charm /bargain with the spirit, or they can intimidate it.
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One must of course -find- a spirit in the first place to charm or intimidate into a fetish.
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CAPTURING SPIRITS
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SPEND: 1 GNOSIS
ROLL: MANIPULATION + OCCULT
DIFFICULTY: BARRIER RATING + 10
SUCCESS:
The spirit becomes bound to the Theurges service for a number of lunar months equal to the total successes.
The Theurge can renew the effects of the leash on the spirit, but must free it for at least 1 hour per successes scored initially.
The maximum number of points the Theurge can leash into servitude is equal to her combined MANIPULATION + OCCULT DOTS (max 10)
The points for spirit types are as follows and can be found here. HERE
Lesser Spirit 1 point
Regular Summons 2 points
Normal Spirit 3 points
Greater Spirit 4 points
High Summons 5 points
For example, a character with Manipulation 5 + Occult 5 would have 10 points worth of spirits she could have in service at any one time.
Do note: Each individual spirit must be captured and must be bound into service individually!
Spirits generally have a limited area of travel (20 meters from where captured) , and are best used as guardians of places, and can not be used as travelling companions unless their combined points worth is 3 or less. (Do note, that greater or high spirits are -not- going to be captured in the city, and are restricted to -wild- areas, unless bound into fetishes in which case they lose any -statistics-
NOTE: Spirits that are bound into items, do not count to this points cost, nor do they ever leave the item.
UMBROOD SPIRITS (The type Garou deal with ) Will not enter the underworld (kingdoms of the dead) be they bound to objects or accompanying the dragon.
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BINDING SPIRITS TO FETISHES
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SYSTEM: CHARM
ROLL: CHARISMA + OCCULT
DIFFICULTY: BARRIER RATING + 10
SUCCESS:
The number of successes determined on the roll indicate the Level of the advantage available.
(XP COST must be paid and gnosis rank must be equal to the desired level)
The spirit type determines the advantage too.
This is decided in roleplay, however. Ultimately if you are a theurge and have the XP to spend, rolls are optional and for flavour.
The Umbrood Advantages are found here.
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SYSTEM: INTIMIDATION
ROLL: MANIPULATION + OCCULT
DIFFICULTY: BARRIER RATING + 10
SUCCESS:
The number of successes determined on the roll indicate the Level of the advantage available.
(XP COST must be paid and gnosis rank must be equal to the desired level)
The spirit type determines the advantage too. This is decided in roleplay, however. Ultimately if you are a theurge and the XP to spend, rolls are optional and for flavour.
The Umbrood Advantages are found here.
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