FETISHES BARK COIN by Awake-To-Much Level: 2 Gnosis: 6 This small coin, about the size of a quarter, is fashioned from a tree no less than 100 years of age. To use it the Garou places it on his tongue and activates it. When activated the Garou can walk inside any tree that could hold him. He will immediately fall asleep. He sleeps for three hours, at which point it is equivalent to a full nights rest. Any garou suffering Nightmares are given peacefull sleep, as the tree's spirit protects him. The garou will not fall out of the tree while sleeping. The Garou can not leave the tree until three hours is up. BOW OF THE FEATHERED FATHERS by Level: 4 Gnosis: 7 The Bow of the Feathered fathers appears to be a large ceramonial bow made of an odd wood. If it is looked at closly, the wood has a strange grain that looks like small, multi-colored feathers. The string of the bow is a simple bow string and has no unusual aspects. Feathers and hand-carved precious stone beads hang from the lower ends of the bow. The bow's powers can only be used to combat the wyrm in all of it's guises. The bow functions normally for hunting and non-wyrm combat. (for purposes of game mechanics, fomori, vampires, wyrm tainted creatures, Black spiral dancers, or anything that shows up under sense wyrm is affected by the bow's powers) The bow was the product of a long-lost amazonian Bird-cult. The ancient cult worshiped the bird fathers, a group of feathered spirits that protected the amazon from harm caused by the insurgence of the wyrm. Long ago the bird-cult disapperared, leaving little trace of their existance. The only thing left behind was the bow. It bounced from native owner to native owner, a long string of noble warriors and hunters alike. The current owner of the bow Techulli "son of the feather" wars in the amazon against the forces of the wyrm. All would seem well...but,within his head he can hear the voices of the shamans of the birds, they guide him, they tell him the secrets of the forest, the ways of the spirits, the ways of the birds, the way of the amazon. The bird Fathers watch, and wait. The bow's powers are three-fold: * Each activation success over 2 adds +1 to the archers skill level for the duration of that combat. * The User may call upon the "Scream of the Eagles" The user concentrates on the force of the bird-kings and says "go forward and let the wrath of the bird-kings be known" and the arrow flies, emmitting a loud peircing screaming noise, which all wyrm-tainted creatures must save vs willpower at diff of 7 (3 successes) or they run in terror. * The arrows fired by the bow do agravated damage to wyrm-creatures and wyrm spirits. The user of the bow must meet the following conditions if he/she is going to use the bow or bond it to him or herself. A. Must be a follower of one of the Bird totems B. Must never kill a bird on purpose C. Must give thanks to the bird fathers after each usage, this is up to the players as to how he or she tanks them, My own character (whom I designed the bow for) sings a song to the bird fathers in a meditation ceramony after each usage that the powers of the bow are invoked. CELTIC RUNES by Awake-To-Much Level: 3 Gnosis: 7 This small bag holds bones of animals and humans. When activated and shaken, the bag grants a number of Gnosis points equal to half the activation successes. If Fianna, one success equals one Gnosis point. Round down. If the bag is ever opened in anyway every one in ten feet refill their gnosis, but the bag is then useless. CLOAK OF LEAVES by Level: 1 Gnosis: 6 The cloak of leaves is a cape or shirt made of large jungle leaves of various reds, greens, and dark greens. The fetish holds the spirit of a jungle trickster spirit. The fetish allows the user to blend in with the surroundings, and each success on the activation roll = +1 to the difficulty to spot the user. The leaves never wilt, and always look fresh. Once per week the user must cut one of the leaves off the shirt and plant it in the ground and sacrifice something to the leaf, so that the plant that gave it's spirit for the cloak will repropagate itself. If the user fails to do this, the cloak will appear to die, and in one weeks time the cloak will die, becoming useless. The cloak has a secondary aspect of providing one level of armor to the wearer. CRYSTAL CATALYST by Kimberlee Simmons Level: 3 Gnosis: 7 This is a double terminated quartz crystal, wrapped with metal wire Many inclusions can be seen, which reflect minirainbows of color within the crystal. It is usually worn as a pendant. A Chimerling is bound within. This fetish converts Willpower into Gnosis, on a one-for-one basis, with each success. The User does not roll her Gnosis to activate this fetish, but her Gnosis plus her Willpower (as her Gnosis would usually be low when this item is used). If a 10 is scored as a success, it counts as gaining 2 Gnosis points for the single converted Willpower point (quartz is said to amplify magical power). You cannot use this item to boost your Gnosis over your normal permanent rating unless you roll a 10 and it takes you over that limit. If the user converts her last Willpower point, the crystal shatters. A botch depletes any remaining Willpower and Gnosis. FANGS OF THE ANCILLA by Louis M. Nicoulin III Level: 5 Gnosis: 8 Power: 30 A 2 inch disk of fire-blackened bone , surrounded by 4 pairs of vampire fangs. The disk has a glyph representing vampires carved on it. It is attatched to a leather thong which has 2 pair of vampire fangs on either side of the talisman. The fetish has 2 major powers. First, all damage inflicted by kindred physical attacks (teeth and claws) is not aggrivated. The second power is more subtle. By spending a gnosis point, the user increases his or her bearing, granting an effect equivalent to the Presence (lvl 1) power of AWE. Each success after the first allows the character to add 1 dot to any social attribute (divided as the user desires). Both of these effects last 1 scene. Power is drained each time it is used, 5 for each combat and 1 per sucess on gnosis rolls. Power is restored by soaking the fetish in vampire blood, 1 power per blood point absorbed. There are 2 side effects: 1) All rage roll difficulties when fighting vampires are increased by 2 and 2) the character will slowly find the leeches to be less objectional. This requires all hatreds, forced transformations to crinos, intolerences, etc dealing with vampires to be bought off at a consistent rate. The ST may rule that the character may even attempt to become friends with the kindred. FOOD POT by Brandon Quina Level: 2 Gnosis: 5 You can put pretty much anything in this pot, and add some water. Boil for an hour, and stir as it 'cooks'. Make your Gnosis roll to try to activate the fetish and you'll end up with a good meal. This fetish even goes beyond the Bone Gnawer gift, as the food it creates dosnt taste completly horrible. Its hardly gormet food, but it does taste relitivly good. No matter what you put into the pot, you get whitish 'gritts' out of it. To create a food pot, you must bound a racoon or rat spirit in the pot. GRANDFATHER CLOCK by Matthew Hoffman Level: 5 Gnosis: 10 This looks like any other grandfather clock, but as we all know, looks can be deceiving. Bound to this clock are the character's ancestral can be deceiving. Bound to this clock are the character's ancestral spirits. When the clock is activated, by gazing into the face of the clock and rolling your gnosis rating (difficulty 7) (see chart below). The spirits in the clock will then tell the player about his or her past or future. It can also tell the player about his or her ancestor's past (Storyteller's discretion). When the future is told it is not always correct, but there is some truth in lies. This clock can only be activated once a month on the night of the layer's auspice moon. Also this clock will not always tell you what you want to know and the higher the successes the more clarified the message will be. Time limit Successes Past Future 1 10 minutes -- 2 30 minutes -- 3 1 hour -- 4 6 hours -- 5 1 day 10 minutes 6 1 week 20 minutes 7 1 month 1 hour 8 1 year 6 hours 9 5 years 1 day 10 x years 1 day IMAGING CRYSTALS by Tim Toner Level: 1 Gnosis: - These lumps of quartz seem rather innocuous when found. However, they are specially prepared Fetishes which can trap the image of any event. For instance, if the user wishes to save a memorable moment, he merely hold up the crystal, and feeds it a point of gnosis. Everything in direct line of sight is preserved to the perspective of the holder. Thus, if used in a desert, with a Garou in line of sight 2 miles away, when the image is reactivated, the distant Garou will not retain any image quality. It will be as distinct as can be distinguished 2 miles away (i.e. not at all). The point of the imaging crystals lies in that they can be dedicated and taken to sites in the Umbra, to record long forgotten scenes, to be used as evidence in Garou trials. For instance, a Garou wishes to find out of Running Sideways, a Past Life, really ran away from a battle. He must travel to the place in the Umbra where the image is kept, and record the scene. This can be an adventure in itself, as the Garou must first search the Battlefields, the Legendary Realm, or even the Atrocity Realm, to discover where the proper memory is kept. Duration of the image depends on how much Gnosis is initially infused. One will get you a single static image. For every point thereafter, five seconds of time is added. To release takes but a single point. MOON CIRCLET by Kimberlee Simmons Level: 2 Gnosis: 7 This precious object is made of rainbow (heat treated) titanium braided wire for the head band. The moons on the front, showing the 5 moon-phase Auspices, are made of rare and powerful MoonSilver. The Circlet, when worn by a Garou, makes the center (and therefore slightly larger) Auspice symbol the Garou's own (New Moons are "antiqued", or blackened to a transparent smoke). When attuned to her, it etches her Tribe pictograph on the center Auspice moon. A Lune resides within the Moon Circlet. This fetish can decrease the difficulty of Rites when worn during the Rite (each activation success reduces the Rite's difficulty by 1). It also can allow the User to use the Gift "Lunas Armor" without spending a Gnosis point (the Stamina + Survival, diff 6, roll must still be made). Yes, the knowledge of the Gift is a power of the Circlet. The Circlet adds one to the user's Permanent Gnosis rating while carried, due to the MoonSilver content. ROLLERBLADES OF THE SILVER MISTS by John Antilety Level: 4 Gnosis: 7 These skates appear to be a standard, well-used set of Rollerblades. They are black, with gold highlights and are a size 9. When worn by the owner, they fit snugly and comfortably. Whenever the wearer desires, the power of the skates may be activated by spending a gnosis point and rolling Athletics and Stamina, diff 6. This enables the wearer to travel at a speed of 50 MPH. When combined with the gift, Speed of Thought, this speed can be doubled to 100 MPH. Also, if there is a mist or fog present (every morning in California), the wearer can "join" with the mist, becoming intangible and invisible while in the Terrulian. The user can also carry one person with them, for a limited time. The weight of the person cannot exceed 350 pounds, or the power will be extinguished until activated again. SADDLE OF SPEED by Brandon Quina Level: 3 Gnosis: 7 When this saddle is used on a horse, and successfully activated your horse gets a burst of speed and moves at over twice its normal speed. You must bound a Wind spirit in the saddle to create this fetish. SHADES OF SHADY BUSINESS by Ben Ellerby Level: 3 Gnosis: 7 Often used by Glass Walkers and Shadow Lords, these are a pair of dark mirror glasses. They have the power to erase a person's memory of the user. System: Make an activation roll. Have all witnesses make Intelligence + Enigmas rolls, difficulty (# of users successes +2). Consult this chart to see how well they are able to remember the user. Successes Effect Botch They remember nothing about the encounter or anything that occurred while the user was present. 0 They remember everything that happened but cannot emember a single detail about the user. 1 They can remember a vague detail about him (like he had some kinda speech impediment or something, or there was something weird about his nose) 2 They can recall one detail about him and the sound of his voice. 3 They can recall his voice, and his general characteristics (blonde hair, about 6 feet tall, etc.) 4 They can remember his voice, build, and face, but these may become confused. 5 No memory changes. SIGNET OF PRIDE by Kimberlee Simmons Author's Note: My thanks and appriciation go to Sue Armstrong and John C. Johnston for answering my plea on the werewolf-l for ratings this Fetish (I'm a newbie, and awful at it). Level: 4 Gnosis: 8 This is a gold signet ring, with a gemstone encrusted with a family crest in it. Prefered by Silver Fangs and passed on from one generation to the next, this Fetish provides 2 functions, which only work for Silver Fangs (or those whom the spirit within deems worthy): 1) Whenever a member of the family is wearing the dedicated fetish and is involved in a staredown (or other contest of wills used to prove ones ability and right to be followed/obeyed), she may ignore a single 1 per roll of the dicepool. 2) When first dedicated, it raises 1 social attribute by 1 dot for as long as the fetish is worn. If this is for 13 years, it becomes permanent, and the Fetish may be passed on without loss of this stat change. An Ancestor Spirit lies within the Signet of Pride, and always by choice. SOUP LADLE OF PLENTY by Matt Griener Level: 2 Gnosis: 7 A Garou can activate this fetish only once per day. When she does so, the fetish will pour out one portion of nourishing stew per success rolled. The stew requires a container, however, it cannot be eaten from the ladle. To create a Soup Ladle, a Guardian spirit must be bound into a normal metal ladle. STONEBITTER SPEAR by John Duffin Level: 4 Gnosis: 7 This nasty little spear (Strength + 2 damage) has been created with a flint-tipped head, and a Void Spirit has been bound into it to create a fetish that is devastating in combat. This weapon completely ignores armor for purposes of soak rolls. Furthermore, it can slice through wood, stone, and other materials as if they were butter. It does not cause aggravated damage. SWORD OF GREYSKULL by Tim Layne Level: 4 Gnosis: 8 This sword is made of a very hard steel, capable of keeping a very sharp edge, and, it is also lighter. The difficulty is 6 and the damage is strength +7. It is also a mystical weapon. Upon a succesfull activation roll, the Garou recieves all the attribute benefits of Glabro, while still in homid. He can shift, adding the bonus to his attribues extra. Example, Flows Swift whips out the sword of Greyskull, and activates it with the proper command words "By the power of Greyskull. I have the power!" and he can add +2 to both strength and stamina. He also grows an additional 6 inches, and adds on the extra weight, but still appears very much human. He can shift to any form now, adding the +2's to the already raised attributes. Flows Swift is ready to kick ass. TREE CLOAK by Vladimir Drakul Level: 3 Gnosis: 6 This cloak is a single twig bound by Garou hair. If activated and worn the wearer becomes, to all senses, a tree. The only restriction to this is that the wearer must act like a tree (no speaking or extreme movement). UMBRACYCLE by Rick Jones Level: 5 Gnosis: 7 Spirits of Fire, Earth and Air were bound by a Glass Walker Theurge into the Umbracycle. On Earth, it can travel up to 150 MPH. It can adapt itself to different terrains, transforming from a street machine for the highway to an off-road bike in the wilderness. It runs on Gnosis, not gasoline, and can only be driven by the person it is attuned to. It also can adapt its size to the Form of the driver. It gains size and mass to adapt to a Garou changing into the Glabro and Crinos forms, though it cannot adapt to the Hispo and Lupus forms. t also receives the protection and benefits of any Gifts or Rituals the rider is using. (This is extremely useful for Gifts like Speed of Thought or The Great Leap.) In the Umbra, it becomes even faster, travelling an unheard of speeds, and can break the laws of "physics," driving up sheer walls or on Umbral waters. The Umbracycle is bound to its owner so that it is always "conveniently" parked nearby. WINTERFANG SPEAR by Sascha Kalouner Gnosis: 6 or 7 The Winterfang Spear does Strength+2 aggravated damage and unless the victim soaks all the damage it will reduce her dexterity by one unless she spends a point of Gnosis. WIND OF THE WYLD by Russell Bowman Level: 4 Gnosis: 7 This fetish is necklace with a two inch amber drop suspended with a deer hide string. Within the cloudy amber is a black spider hanging face down and top outward. The binding is made of cheap gold and is designed to look like the wyld and is forever changing. When activated the clouds within the amber appear to flow and ebb around the trapped arachnid. The true heart of the fetish is the amber drop. It has been combined with several different fetishes and doesn't mind the company. The stone was found in the steps of Russia by a Red Talon Theurge in the 1800's. He called a wyld spirit and bound him. The stone was at the time placed on a staff. Several years passed and the stone lost the staff and it's master to a vampire. The vampire moved to the new world. He soon lost his unlife to watch full kinfolk of the Children of Gaia tribe who were helping the emigrants on Ellis island. The stone was then placed on belt and moved to the west coast. The stone fell off during one of the Battles for San Francisco and was lost until a young lupus female of the Children of Gaia tribe found the stone on here Right of Passage. The fetish stone is now bound tightly to it's owner. The fetish causes a invisible wave of wyld energy directed toward any weaver in the area. The destructive force can be focused or have a larger general affect. The fetish works like this: The user spends a gnosis point and makes a roll, diff 7 (Can be adjusted down by two for wyld areas). General area. Area is equal to 10'by10' for each success. The stronger effect at ground zero and weaker as it flows out. # of success 2 Regular technology doesn't work right. The clock slows down. 3 Regular technology stops working for an hour equal to the success. 4 Regular technology begins to break down, but fixable. 5 Regular technology will never work again. Magic and tecnofetishs don't work right for the duration of the scene. etc... Focused. Target must be in the line of sight and no greater than the number of success, equal to twenty feet each. Example is: 5 success = 100ft away. Target must not be larger than a human at the focal point. # of success 2 Regular technology begins to break down. 3 Will never work again and magical items are affected 4 magical technologies stop working for the scene. 5 magical technologies stop working for the day 6 It is never working again even if it is magical If a botch occurs the stone is lost. Don't even try to find it. The spirit within is unhappy with the owners actions and will require at least the destruction of a sky scraper before it considers being found by the previous owner. When gnosis is spent for anything the St makes a roll. The Fetish's Gnosis, diff the owner's Gnosis. Four successes allow the spirit within enough freedom to cause mischief. St decision. TALENS DRAUGHT OF SOOTHING by Kimberlee Simmons Gnosis: 7 A Butterfly spirit lies within this potion. Made of spring water, or sometimes mead (most use spring water), when imbibed this elixer transforms aggravated damage into normal damage at the rate of 1 activation success transforming 1 level of aggravated damage into normal damage; it does not heal damage. It can only be used after damage has been taken, not as a preventative. Consumer must roll her Gnosis, difficulty the Gnosis of the Talen. FILM OF WARM FUZZIES by Kimberlee Simmons Gnosis: 8 A Unicorn spirit gives this Talen its juice. It's a normal looking roll of 35mm film (or any other kind of film) is the object in which it is bound. Upon activation, the target must make a Gnosis roll (or, if a Vampire, a Humanity roll; the more Humanity the leech has, the less the effects will shock him), difficulty the Talen's Gnosis (in this case, 8). Failure means the target relives the best, sweetest, most "warm-fuzzy" memories he ever felt (this can go back to the cradle; it is rarely sexual, unless the target is emotionally reached via that avenue). He is helpless until the effect wears off. Each minute a roll versus his Willpower must be made (diff 8) to break out of the reverie, unless the target doesn't want to break free, in which case it could replay over and over for a long, long time. If, after use, the film is developed, photos of whatever it was that enraptured (or failed to enrapture) the target will be depicted; the film is usually left by Children of Gaia near the target before they leave, so that the target will have a reminder of a small piece of Gaia's Love. TEARS OF EMPHAIN by Thomas A. Frank Gnosis: - This Talen is created from the tears of a vampire's true love, yes a rare thing indeed. At a moment of great emotion, the tears must be caught on one's fingers then placed in a silver vial for three days under a new moon. Then a Rite of Binding ties spirits of Despair to the tears, turning them into delicate glass beads. When crushed near the vampire, the leech loses one generation per tear, for ONE scene. This is a rather deadly Talen as most vampires are unaware of it -- even the Tremere doubt its power. But beware, overuse of this Talen and the methods of its gathering will put *your* loved ones at mortal risk as well. Who said love never dies? [also note: Wraiths have been known to be strongly drawn to the use of the Tears -- some say it is they who are bound. . .] THOUGHT PENNIES by Kimberlee Simmons Gnosis: 8 A Chimerling is bound into ordinary pennies. When tossed towards a target, the target must make a Willpower roll with a difficulty of the Thought Penny's Gnosis (in this case, 8). Failure enables the User to know what surface thoughts are running through the targets head. Note that this does not mean mind reading! It only reveals casual thoughts; it could be used in battle to read an opponent's battle moves, or subsequent immediate planned actions. Duration is one scene.