General Fetishes

This fetish is a small bag with the kenaz rune knitted into it. Activating the Spirit Snack allows the user to convert a single point of Gnosis into enough food to feed a pack. Alternatively, food can be put into the bag and converted into Gnosis. This Gnosis can only be used to feed spirits.

### 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.

### 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.

### Spirit Sextant

Level One, Gnosis 5

Historically, a Spirit Sextant is one of the most unusual fetishes among the Garou. Most commonly the Glass Walkers are known for adopting the fetishes of the other Garou for their own purposes, but the Spirit Sextant was originally created by the Glass Walkers (when they were known as Warders) and has since been adopted by other tribes. The Sextant is a common naval sextant, bound with a sunfl ower-spirit.

The Sextant works by tracking the spirits within stars, much in the same way a sunfl ower tracks the sun as it moves across the sky. By tracking the positions of various stars, the Spirit Sextant can always tell which direction is true north (as opposed to magnetic north) when activated.

### 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.

### Bell of Ice

Level One, Gnosis 6

Made of pure silver and bound with an ice-spirit, a bell of ice is about four inches tall and engraved around the edge with glyphs warding against magic. When activated, the ice-spirit seeks out and embraces any victims of a 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 or blood magic, and the magical spells and incantations of sorcerers and mages.

It will not detect the presence of evil spirits in people (such as fomori or possessing ghosts) nor will it detect the condition of being a blood-thrall to vampires. Such conditions are not magical, despite being supernatural. If for some reason the victim wants to resist being discovered of their own free will (i.e., the enchantment isn’t compelling them to resist) then they may try not to shiver by making a Willpower roll at difficulty 8.

### 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, 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.

### 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.

### 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.

## Level Two Fetishes

### 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.

### 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.

### Eye of the Night

Level Two, Gnosis 5

The Eye of the Night is an unusual fetish in that its effect changes from day to night. A small circular glass disk maybe 5 inches in diameter, the fetish is either bound with a sun-spirit at dusk, or a Lune just before dawn. Both spirits produce the same effect in this fetish.

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 it will also stun any opponents who can’t make a Wits + Alertness roll at difficulty 7. (Stunned opponents lose their next action; this fetish can’t stun entities that don’t rely on sight.)

During the day, however, the disk goes black as a starless night and fi lters the sunlight through the night-infused glass, creating a shadow around the user disproportionate to the Eye’s size. This is most particularly useful during very long, hot, sunny travels. Garou with this fetish receive -2 difficulty to Stamina rolls for fi ghting off exhaustion under appropriate circumstances.

An Eye of the Night can be activated once per scene.

### Moongleam

Level Two, Gnosis 5

The Moongleam is a smooth pebble, usually either found smoothed by a river or else ground down by machine tools to a glassy finish. A Lune is bound into the pebble, imbuing it with moonlight. It cannot be used during the day, but activating it at night turns it into a light source. How strong the light is depends upon the phase of the moon. Under the new moon the light is unsteady and very faint, like a dying candle. The crescent moon has a steady but faint glow, while the half-moon produces a light equivalent to a modern day flashlight. The gibbous moon allows for a glow as powerful as a car’s headlights, while under the full moon the Moongleam can fl ood an entire area with a powerful light. During this last phase, the Moongleam can blind opponents temporarily if used unexpectedly. (Opponents can try to cover their eyes quickly by rolling Wits + Alertness, difficulty of the fetish user’s Dexterity + Subterfuge.)

### 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.

### 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.

### Calm the Angry Spirit

Level 2, Gnosis 6

This fetish appears to be a small pair of bones tied together with red cord with delicately carved glyphs. By holding them out with conviction, and an activation roll, the Fetish will instantly calm any angry human dead. If you are using Wraith: The Oblivion rules, the wraith may use this opportunity to take back control from their Shadow.

### 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.

### Dark Mask

Level Two, Gnosis 6

There’s a lot of debate as to where this fetish actually came from. Most would guess the Stargazers immediately, as it seems to be exactly the sort of thing a Kailindo master would favor. However, those who know of the Stargazers’ aversion to fetishes would dismiss it as unlikely in the extreme. A few educated guesses argue that it originated with the Get of Fenris during the Dark Ages; the Silver Fangs during the Renaissance; or a Glass Walker who’d simply watched too many kung fu films.

The Dark Mask is a simple strip of black cloth, made so that it is completely opaque. Within it is bound the spirit of an owl. When activated and worn, the wearer effectively goes into frenzy, receiving all benefi ts and detriments thereof. The user doesn’t appear to be in a frenzy, however, but instead looks as if he’s fighting normally other than being unable to distinguish friend from foe. In addition, the wearer suffers no penalties to Perception rolls while this fetish is activated.

Perhaps the main benefit of this fetish is that its mimicked frenzy is somewhat controllable — the wearer maintains the ability to pull the mask off at any point and end the frenzy by spending a Willpower point. However, there is one exception to this: 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 the frenzy anyway. They do retain the benefits to perception during an actual frenzy.

### Dream Catcher

Level Two, Gnosis 6

The Dream Catcher is a fetish than has spread throughout the Garou Nation primarily by human culture. Originally a Pure Ones fetish that was captured but rarely understood by the European tribes, over time the commercialization of dream catchers and their popularity has driven more young Garou to learn about these fetishes. As such, they are now widely known among all the tribes with any numbers in North America.

Made from a simple hoop of wood with a web of sinew threaded within, Dream Catchers can be used in a number of ways. Many Garou create small dream catchers and wear them, others hang them above the beds of those they wish to protect. Others still hang them in windows. In all cases, the rough effect is the same: Any Bane attempting to possess someone the Dream Catcher is protecting becomes caught in the web of the Dream Catcher. The Dream Catcher remains activated for twelve hours.

A Protection, Guardian or Weaver-spirit must be bound into a Dream Catcher.

### Fifty-Yard Rattler Rope

Level Two, Gnosis 6

A product of the Wild West, the rattler rope is a lasso made of rope of four strands, and with a snakespirit bound into it — traditionally a rattlesnake-spirit, hence the name. Most are made to a length of about ten yards. However, when activated the lasso can extend to a length of around fifty yards, and throwing it that distance with accuracy is just as easy as it would be to throw the lasso ten feet.

Netting someone with a lasso is a Dexterity + Athletics roll, difficulty 8.

### 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.

### Kinship Doll

Level Two, Gnosis 6

A favored fetish among the Get of Fenris, Silent Striders, and any Garou with a predilection for travel, the Kinship Doll is created from a traditional doll. What “traditional” in this case means depends entirely upon the culture to which the creator is native. (Get of Fenris often make traditional German or Scandinavian children’s dolls, but Glass Walkers and Bone Gnawers have been known to kit bash action figures and get results.) The doll must resemble the specific Kinfolk of whoever holds and uses the fetish, and must then be imbued with the spirit of any animal that gives birth to more than one child at a time.

When this fetish is activated, the doll begins to talk, telling the holder where and in what physical and mental condition the specific Kinfolk is. The information is fairly specific, such as “I’m in a basement in a house on the corner of 3rd and Main in New York, and right now my right knee is hurting a lot, I’m bleeding from several places, and I’m very, very frightened.”

### 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.

### 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.

### Lagomorph’s Boon

Level Two, Gnosis 7

The good luck charm was a constant favorite among all Changing Breeds, long before this particular incarnation was devised. But the Lagomorph’s Boon, undoubtedly the product of an unnecessarily convoluted Glass Walker, deserves mention as a quick and effective adaptation of a human superstition — the lucky rabbit’s foot. Since then, it has become a favorite among the Bone Gnawers, Fianna and Glass Walkers. It is bound with a luck-spirit.

For every success rolled when activated, the Lagomorph’s Boon turns a single 1 on any roll into a 2 which can turn a failure into a success in very rare circumstances. The Boon can be activated once per scene.

There is another version of this fetish that looks extremely like the Lagomorph’s Boon but is notably smaller. It is also a Level Two, Gnosis 7 fetish and, when activated, automatically restores all spent Rage but forces the user to make a frenzy check (difficulty 5). This fetish is bound with a spirit of Rage or War.

### Law Skull Level

Two, Gnosis 7

A favorite among the Children of Gaia, this fetish is so widespread that it is considered a general fetish. The Law Skull is made from the skull of an enemy bound with a spirit servitor of Falcon. The skull is then decorated very specifi cally. The fetish maker paints set of runes representing every tenet of the Litany running in a row from the base of the skull up and over to the teeth. He then inscribes the left temple with the glyph for “Glory,” and the right temple with the glyph for “Wisdom.” He draws the glyph for “Honor” between the eyes.

On its own, the Law Skull does nothing. Placing an eye of a defeated foe into one of the sockets is the only way to activate it. When this is done, the skull speaks to the user, telling him of things the foe’s eye saw before he died. These stories are of wrongdoings the user committed, including breaches of the Litany but also of more general sorts, wherein the character did not act to the highest regards of Honor. With the eye placed in the left socket, the stories are of wrongdoings in regards to Honor and Glory. Should the eye be placed in the right socket, then the stories are of failings in Honor and Wisdom. In listening to these stories, the user can understand shortcomings in their own behavior and move to rectify them.

In addition, the Skull can be used upon others as a way to prove guilt or innocence, but this is difficult. The dead eye must have seen the transgression and, unless the accused agrees willingly to hold and use the Skull, then the Skull must make a roll of its own Gnosis against a difficulty of the target’s Rage in order to divine which story the victim doesn’t want told. If the roll is failed, then it tells a different story, or simply tells none.

## Level Three Fetishes

### 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.

### Air Foot Anklets

Level Three, Gnosis 6

Traveling lightly takes on a whole new meaning with these anklets. Bound with the spirit of an insect, bird, or the air, these bronze anklets make every footstep hit the ground with almost no impact whatsoever. This very simple trick has a multitude of effects that all come into play when the fetish is activated.

The first effect is that the wearer ceases to leave even half the trail they normally would — no footprints, no disturbing of dust. Any attempts to track the wearer via any means other than scent while these are activated are made at +2 difficulty. Similarly, the wearer’s feet make almost no sound when they hit the ground — Stealth rolls to sneak around are made at -2 difficulty.

Furthermore, they aid Stamina while running. Wear and tear on the feet and lower legs while wearing these is nearly nil, and even in Homid form Garou can run miles without feeling pain. All Stamina rolls involving long distance running become easier by -2 to difficulty.

Some things are not aided, however. The magic is not quite powerful enough to make the user fl oat, and while it may help with landing some small jumps (Storyteller’s discretion) if you jump off a skyscraper, these won’t help you in the slightest.

### 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.

### 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.

### 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.

### Regina's Secret

Level Three, Gnosis 6

The Garou entrust Kinfolk with their secrets and often task them with transporting important items. Using ritual scarification to mark a Kinfolk, a Garou enables a Kinfolk to absorb an item into their body. While the exact process varies from tribe to tribe, the ritemaster carves the glyph of her tribe into the Kinfolk’s back between the shoulder blades in an excruciating ordeal. The size of the glyph determines how many items the Kinfolk can hide; she can bind one item to her for each point of aggravated damage inflicted during the fetish’s creation.

Once completed, an item can be bound to her through the Rite of Talisman Dedication. While she is still unable to enter the Umbra or change shape, by making a successful Willpower roll — or Gnosis if she possesses it — (Difficulty 6) she can meld the item into her body. It takes on the appearance of a tattoo on her skin in the shape of the moon she was born under. Items can only be unbound by a Garou who spends a Gnosis point. If the scar is ever healed, removed, or covered up with a tattoo it no longer functions. Any items bound become permanent tattoos on her body unless she undergoes the Rite again and gains a new scar.

To create Regina’s Secret, one must bind the spirit of a trapdoor spider to the scar while it is being carved.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

## Level Four Fetishes

### Ironhammer

Level Four, Gnosis 5

Lesser versions of the mighty Jarlhammers, these onehanded 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.

### 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.

### 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.

### 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.

### Book of the Spirits’ Secrets

Level Four, Gnosis 7

The Book of the Spirits’ Secrets is made from red leather and must be at least two inches thick, and is then bound with a nautilus, clam, or Venus flytrap-spirit. This spirit acts as a “vessel spirit,” allowing another spirit to reside inside it and temporarily become the spirit empowering the fetish. The second spirit must be present at the time of the book’s activation.

Opening the book to the first page and then inscribing the name of a spirit activates the fetish. This works for nature-spirits, Banes, ancestor-spirits, or even ghosts. For every success on the activation roll, the spirit answers one question. Speaking the question aloud causes the book to flip to a page where the answer (as the spirit would know it; the book cannot cure ignorance) is written. If the subject is not a Gaian spirit (such as a Bane, Weaver-spirit or ghost) the activation roll is resisted by the spirit’s Gnosis or Willpower, whichever is higher.

With five or more successes on the activation roll, the Garou may instead choose to ask a favor instead of the questions. The favor consists of employing one of the spirit’s Charms, once. After the spirit has discharged its duties, it is free to leave.

### Killbox's Colt Special

Level Four, Gnosis 7

It takes a remarkable act for a Wyld spirit to agree to be bound into a tool of the Weaver. Killbox’s Colt Special is one such tool. The eponymous Glass Walker Ahroun once dropped a thieving Ratkin, drawing the attention of Owl. The gun itself is a custom Colt Anaconda Longbarrel affixed with a laser scope, black matte finish, and a hand-molded grip.

On activation, the laser site becomes viewable only to the holder. Firing the weapon makes no more sound than an owl in flight and ignores armor up to the number of successes rolled. Against a follower of Rat — be it pack, Bone Gnawer, or Ratkin — Owl’s talon’s manifest, causing aggravated damage. In addition to the damage dealt, anyone hit must make a Dexterity + Stamina roll (Difficulty 7) in order to stay on their feet. The wound from the gun appears on the flesh like the claw mark from an owl. The spirit refuses to activate the weapon when loaded with silver bullets.

To create Killbox’s Colt Special, one must bind the spirit of an owl to a gun that has wounded a child of Rat.

### Labrys of Isthmene

Level Four, Gnosis 7

A labrys of Isthmene is a massive, double-headed waraxe 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.

### Wind Hammer

Level Four, Gnosis 7

The wind hammer is a favorite among the Glass Walkers and the Shadow Lords, and for exactly the same reason: Both deeply appreciate a powerful but inconspicuous weapon. The wind hammer, when not activated, looks like a large, heavy warhammer, the head of which is carved from stone. When activated, however, the hammer appears to dissolve into a burst of wind. And yet the hammer remains within the wielder’s hand. It retains weight and mass, and does exactly the same damage as when not activated. In addition, while the head of the hammer remains completely solid, the handle gains the ability to have objects “inserted” into it while activated. This allows the wielder to place, for example, a cell phone in their curled hand so that it doesn’t look out of place.

The wind hammer can be detected, however. First of all, it carries a chill air about it. The difference in temperature is slight, but someone who knows what to look for and is within three feet of the hammer can find it. Secondly, while the hammer can be carried around normally, it still weighs a great deal. Those carrying it usually have very tense muscles in the arm bearing its weight. Those trying to detect someone carrying a wind hammer roll Perception + Alertness. The difficulty is 7 for someone who knows what a wind hammer is and is feeling for the cold, and 9 for someone just looking for “a move” or “something odd”.

A wind-spirit, naturally, is the empowering spirit of a wind hammer.

### 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.

### 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.

### 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 screechowl spirit, a spirit of madness, or a spirit of discord into the ivory whistle.

### Time Piece

Level Four, Gnosis 8

One of the more mutable fetishes that exist among the tribes, the Time Piece is exactly that — it is created from any device that exists to tell the time of day. The earliest were sundials or water clocks, later ones are hourglasses, and the Glass Walkers love to make them from modern wristwatches. In all cases, the Time Piece is bound with a water-spirit.

That a water spirit achieves the effect of the Time Piece confounds some novice Theurges, since the effect has nothing whatsoever to do with water. Instead, the Time Piece slows down time temporarily. The fetish is activated by setting the timepiece in some way, such as lifting a cloth from a sundial, spilling water into a water clock, turning over an hourglass, or setting a stopwatch. When this happens, time gradually begins to slow down in the surrounding area, except for whoever holds the Time Piece.

In game terms, in the fi rst turn after the Time Piece is activated, everyone within forty yards who isn’t holding the Time Piece has a dice pool one lower than normal for all rolls. The second turn subtracts two dice, and so on to a minimum dice pool of one die. This continues for as many turns as the user’s successes on the activation roll. After this, time suddenly speeds up once again and all penalties are removed.

This fetish may be activated only once per day.

## Level Five Fetishes

### Cloud String

Level Five, Gnosis 6

Often travelers seem to be capable of taking the weather along with them, moving from place to place and never seeming to find anything but the same climate, regardless of the area’s normal weather patterns. But with a cloud string, a traveler can achieve this deliberately. The cloud string is simply made from twine and must be at least 20’ long. It is bound with a rain-spirit.

When activated and tied in a knot, the cloud string can ensnare the weather in a local area. The weather can then be dragged to wherever it is needed. For example, by stringing an area in the middle of a drought, the Garou could lead the hot weather into a flooded valley and help dry up the rain. Conversely, by snagging a rainstorm, a Garou alleviate drought or put out forest fires. The main diffi culty with this is speed — The Garou must walk with the string, not drive or otherwise travel quickly.

The fetish looks quite unusual when it is used. The knot hangs in mid-air, and the moving weather can be observed by others. A heat wave dragged by any observers can be easily felt, and causes onlookers to break out into sudden sweats. Likewise, clouds visibly move behind the Garou if the fetish drags them along.

When the weather is pulled from them, areas immediately experience the direct opposite of the weather they had previously. The aforementioned drought-stricken plain would suddenly develop a massive rainstorm of strength proportionate to the strength of the previous drought.

Some feats are beyond the power of this string. A Garou could not cause a rainstorm in the deserts of Chile or take a heat wave to Antarctica. In these cases, no weather may be brought to or taken from the areas. However, in most cases this is a very useful, if unusual, fetish.

### 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 mindmanipulating powers.

• Pain-Eagle leaves wounds that throb with agony; those wounded by the hammer suffer double the usual dice pool penalties for their wounds.

### 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.

### 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.

### Bindrune Amulet

Level Five, Gnosis 8

Language holds power. At the moment a child is taught to say “tree,” that is all he will ever see one as. He will be unable to comprehend a tree in any other way and unable to discuss it without using the term imposed upon it. It defi nes the world and its power is thus held in deep suspicion by some Garou, especially the power of the written word. As a result, the Garou rarely explore the concept of fetish glyphs, but occasionally Silver Fang, Children of Gaia and (especially) Glass Walker Theurges try turning their hands to creating such fetishes. Both the Black Furies and the Get of Fenris detest the very idea, one of the rare points they agree on.

One result of these experiments is called a Bindrune Amulet. Always crafted of silver, the amulet has a number of different glyphs carved on its face, each one connected into the next to form a completely new glyph. The spirit bound to the fetish connects the glyphs together and fi lls them with power. It is unclear exactly how this works, but most Theurges believe that this process somehow changes the spirit as it is bound into the fetish. The lack of clarity at this point is what makes Bindrune Amulets still so poorly received among Garou, and owning one can be cause for a loss of Renown in all tribes other than the Glass Walkers. (Presume a loss of one Honor for acquiring one.) Making one can be disastrous. (Here, presume a loss of one permanent Honor and three temporary Wisdom.) In addition, because they’re made from silver, carrying one causes the wearer to lose one Gnosis.

But for some, even this is not enough to dissuade them from using such a device. Perhaps they are Glass Walkers, where these come with much less stigma attached. Maybe it is an heirloom and the owner would prefer to honor his ancestor’s memory rather than appease his contemporaries. Or it could be that the owner simply believes that in these final days no one should turn up their nose at any weapon against the Wyrm.

The Burning Sky Falcon is an example of one such Bindrune Amulet. Held upon a delicate silver chain and about the diameter of a tennis ball, the fetish is emblazoned with the interlocking glyphs for “Falcon,” “Fire” and “Storm.” Activating this fetish requires the expenditure of one Gnosis. Once activated a bird made of fi re emerges from the fetish and immediately rises to the sky and explodes into a rain of fi re. Nobody within 4’ of the fetish user will be hit, but everyone outside that circle and within 20’ of the user suffers five levels of aggravated damage, which is soakable (if the victims can soak aggravated damage, that is).

## Variable Level Fetishes

### Claw Carvings

Level and Gnosis Variable

One of the stranger types of fetish, claw carvings take the form of tiny glyphs etched into a Garou’s claws and spirits bound into the glyphs, something like a minute scar fetish. Claw carvings can only be used in Crinos form; the claws of Glabro and Hispo are not large enough for the glyphs to carry power. A set of claw carvings is almost universally a war fetish, but not always.

#### **Dueling Claws**

Level One, Gnosis 5

These are a rarity, but viewed favorably by most tribes. Designed for warriors who repeatedly enter battles where the death of the other combatant would not be preferable, the Dueling Claws are bound with the spirit of any infant animal and are marked “Story,” “Honor” and “Claw.” When activated, the claws automatically do one health level of unsoakable damage, but cannot do any more than that, regardless of the attacker’s Strength or successes on the attack roll. However, they also leave bright red wounds whenever they strike that remain visible for hours afterwards, remaining even if the wounds are healed. These fetishes are popular with both Philodox and Ahroun as a way of settling disputes honorably.

#### **Fire Claws**

Level Three, Gnosis 6

These are one of the most common forms of Claw Carvings. When activated, the fi re spirit inside the Claw Carvings sets the Garou’s claws alight, so that they add a die of fire damage to the Garou’s claw attacks. The flames last for one turn per success on the activation roll (or, if a Gnosis point is spent, for five turns). The glyphs marked onto Fire Claws are “Fire,” “Glory” and “Claw.”

#### **Thorn Claws**

Level Three, Gnosis 6

These have a plant-spirit bound into them, such as a rose or lantana. When activated, the thorns of the plant-spirit erupt into the claws producing strong bone hooks on the claws. A successful claw attack causes the hooks to grab into the flesh of the victim, refusing to let go. To escape, the victim must spend one action to pull the claws from their skin, and achieve three successes on a Strength + Brawl (difficulty 8) roll. If the roll does not garner enough successes, then the action is wasted. While hooked the victim is at -1 to all actions and cannot flee, of course, the attacker cannot continue to use his claws freely unless he chooses to end the fetish’s effect. The glyphs marked on Thorn Claws are “Tree,” “Glory” and “Claw.” A Garou with a permanent Rage of 5 or more cannot receive Thorn Claws, as the plant-spirit is repulsed by an excess of Rage; a character with Thorn Claws who subsequently increases her Rage to 5 or more immediately frees the plant-spirit, destroying the fetish (although thankfully, not her claws).

#### **Umbra Claws**

Level Four, Gnosis 5

These are marked with the glyphs “Umbra,” “Wisdom” and “Claw.” Bound with a Wyld-spirit, the Claws are capable of tearing the Gauntlet. While the Gauntlet inevitably repairs itself very quickly in a flurry of Pattern Spiders mending and weaving, this creates a short time in which the Garou can step sideways considerably more easily. Anyone in the same area as the Garou when she successfully activates the Claws steps sideways at -3 difficulty. This effect is instantaneous; anyone wanting to enter the Umbra must do so in the same turn that the Gauntlet is torn.

### Fetish Drums

Level and Gnosis Variable

Fetish drums have a long and proud tradition among the Garou, Bastet, some Gurahl, Mokolé, and Nagah. They come in many different varieties and purposes. All take a considerable time to activate and normally a successful Dexterity + Performance roll (difficulty 6) as well. Perhaps the strongest common denominator is their ritual significance — drum fetishes nearly always have some use in moots. The following are some examples:

#### **Pounders**

Level One, Gnosis 7

These come in many forms throughout the tribes. The Get of Fenris adore them and shape great massive brass and hide drums that boom for miles around; Glass Walkers have been known to bind them into drum kits and employ accompanying instruments for their raves. (Some have even managed to create the fetish using drum synthesizers, to the disgust of just about every other tribe.) In all cases, a Pounder is bound with a fire-spirit and causes the same effect. The fetish is sounded toward the end of a moot and just before the revel. The fire in the drums stirs the Rage in the hearts of those Garou attending, granting them an extra three points of Rage for the revel. (This can have the negative side effect of leading to considerable frenzy!) In addition, the noise panics Wyrm-creatures, who often twitch at the sound and inadvertently reveal themselves. Perception rolls to find such creatures hiding are made at -1 difficulty.

#### **Haunting Drums**

Level Four, Gnosis 8

These are a strange and unusual drum fetish, which have become an element unto themselves in the few septs that have begun to employ them. They are bound with a bat-spirit, and when played and successfully activated, anyone hearing the whole tune loses their sight for a number of days, instead finding all visual input interpreted as sound. As a general rule, lupus adapt more quickly than metis to the experience, who in turn do better than homids.

Since the whole tune must be heard for this to have effect, the haunting drum is not particularly effective as a defensive measure unless someone else is stopping opponents from attacking the drummer or covering their ears. Further, the effect isn’t selective, so the drummer’s allies must have their sense of hearing blocked somehow or succumb to the effects themselves. But as a tool of punishment, it works well. In fact, it normally follows or precedes a Rite of Punishment, particularly the Rite of Ostracism. In this case, the drum’s effects are meant to prove or disprove guilt by trial: If the accused can survive alone and blinded, then he’s obviously worth keeping around regardless of what he did.

When played, the fetish rolls its own Gnosis against a target number of the victim’s Willpower. Every day after they have been blinded, the victim may roll Perception against a difficulty of how many successes the fetish gained. Once they get one success on this roll, their senses return to normal.

#### **Silent Drums**

Level Four, Gnosis 7

The Silent Drums are a simple fetish with a very unusual history. Silent Drums are always made in sets of two, and take the form of hand-played drums with a bird-spirit bound into them. When activated and played, a drum makes no sound, but the other drum made at the same time will begin to play. No roll, other than the roll to activate, is required. The effect of the drums lasts for one scene and can work over any distance not separated by an ocean, and the receiving drum does not need to be activated for it to work.

The unusual history begins with the Get of Fenris, the fi rst to create this fetish. They were made to connect war parties to their home sept, with both drums activated and ritual drumming performed back and forth between those at the sept and those away. In addition, they acted as an emergency system of sorts: If the drum suddenly began beating at any other time, the war party was in trouble

After the advent of Morse code, however, the fetish was snapped up by the Glass Walkers and turned into a spiritual Morse code transmitter, undetectable and unjammable by mundane means. They employed the device to quickly and efficiently co-ordinate multiple packs in large scale strikes.

Recently, however, the Silent Drums have fallen out of favor among the Glass Walkers as the invention of the SpiCom makes it mostly obsolete. Many still exist, however, and may still find some use; after all, the drums can’t be tapped by any third party.

### Fertility Charms

Level and Gnosis Variable

Fertility charms have been highly valued by every culture, and have exceptional value among the Garou. The werewolves’ terrible rates of reproduction and mortality mean that every child assumes great importance. In these last days, this has become even truer, with a few stark exceptions — because there may not even be a decade, or even a year left, many Garou see the idea of trying to breed more Garou as pointless now. Among these Garou, the day for these fetishes and talens is long past.

Even so, there have been many fertility charms developed among the Garou. The simplest of these are talens, taking the forms of pastes, oils, drinks and (among the Glass Walkers) pills. These come in two varieties. Some are very simple fertility aids, designed to help increase the likelihood of pregnancy. These are very easy to make, with a Gnosis of 4. (In effect, they only affect a single instant: the moment the child is conceived.) They do not help with ensuring the safety of the child or mother during pregnancy or childbirth. The second kind of fertility talen doesn’t increase the chance of pregnancy but does increase the likelihood that any child conceived will be Garou. (Or Bastet, etc.) These are far more diffi cult because their effect is actually quite lengthy — the spirits need to continue their work long after the child is actually conceived, seeking Gaia’s blessings for the child. They are always Gnosis 8 and usually make it 5% more likely that a child breeds true at best; the Changing Breeds have found great diffi culty overcoming one of the cardinal limitations on their kind.

Fertility fetishes are somewhat rarer than talens, but they certainly exist in notable numbers. Such fetishes usually take the form of charms or statues, both often with very obvious phallic or vaginal representation; a third type is a pouch that is either hung around the neck of the mother, or hung close to a window and fi lled with perfume. Fetishes tend of one of three types of power. The fi rst two mirror those of the talen: Some simply increase the chance of pregnancy, others increase the likelihood of a child breeding true. The former is most commonly Level One, Gnosis 5. The latter is very diffi cult to make as a fetish, but is slightly easier to employ. They are rated Level Four, Gnosis 7. The fi nal kind of fertility fetish both increases the likelihood of pregnancy and decreases the chances of complications surrounding the birth for both child and mother throughout the term of that pregnancy. These are rated Level Three, Gnosis 7 and are the most common of the three main types.

All fertility charms are bound with the spirit of an animal associated with fertility. Rabbits are a common and popular choice, but so are bull-spirits and goat-spirits. The elders who try to press these fetishes on the younger generation claim that they have an aphrodisiac effect as well, but this may well be purely psychological, if it is at all true.

### Mask Fetishes

Level and Gnosis Variable

Fetish masks have traditionally been a common element in many rituals of the Uktena, Wendigo and Croatan, but many tribes have embraced the concept of the fetish mask to some extent. They can be a fearsome visage in war, painting savage hatred and anger upon a face while showing horrifying blankness in their eyes. Or they can be of tremendous use in talking with the spirits by taking upon the aspect of the spirit in question, building a sense of sympathy and empathy between the two. Although particularly popular among Theurges, Garou of all sorts — and many Fera as well — have embraced these admittedly striking fetishes. The following are some of the most common forms of fetish masks throughout Changing Breed society.

#### Level Two, Gnosis 6

Firemasks are made from wood, designed to fit over the front of the face, and bound with a sunlight-spirit. (Attempts to bind a fire-spirit into anything wooden tend to end in failure.) The mask has a large round disc extruding from the face with a stylized looping red line around it, designed to simulate fire. While worn and activated, the wearer and the mask both become immune to damage from fire. Many wearers deliberately soak themselves in alcohol or even gasoline and set themselves alight while wearing this mask, before heading into battle, becoming terrifying humanoid blazes. Finally, the wearer makes any Social rolls involving fire-spirits at -1 difficulty, as long as the mask is activated.

#### Level 3, Gnosis 8

Predator Masks are a peculiar type of mask that has been around at least since the War of Rage. They are made from hide and take the form of a stylized animal head of a type associated with one of the Changing Breeds — thus, a Wolf Mask, Bear Mask, Shark Mask, and so on. (There are indeed Raven Masks, despite ravens not being predators per se.) Each mask is empowered with a spirit of the animal it represents.

When activated, the mask immediately forces the wearer to spend one Rage and shift to Crinos (or the equivalent, for Fera) if not already in Crinos. However, this Crinos form is not the wearer’s standard war form. Instead, the wearer changes fur, shape and all other features to look considerably like the war form of the shapeshifter suggested by the mask. However, the illusion is imperfect. Gaia created each Changing Breed separately and did not intend for each to have the means to copy the others perfectly. (The Nuwisha remain an exception for reasons unknown.)

Instead, the form produced can best be described as that of the wearer’s Crinos form, interpreted in the context of the animal being imitated. As the most instructive example, a Nagah does not possess legs in his Azhi Dahaka “Crinos” form, but instead his body tapers into a long tail. A Garou who had somehow heard of the Nagah and attempted to imitate one with a Serpent Mask will instead produce a creature with a snakelike head, barrel chest, massive arms and legs, and possibly a long snakelike tail extending from the back. Anyone familiar with how Nagah really look will almost certainly not be fooled, but others might be. (Conversely, a Nagah wearing a Wolf Mask would lack the legs of a Crinos in his “false Crinos form”; needless to say, the Nagah find most Predator Masks essentially useless.)

Detecting the use of a Predator Mask requires a Perception + Alertness roll. Difficulty depends on the Changing Breed imitated. Garou, Bastet, Gurahl, Nuwisha, Ratkin and Rokea can all appropriately imitate one another with these masks, as their war forms are very similar in construction. Even someone familiar with the Breed is fooled if they fail the roll at difficulty 8; a member of the Breed in question makes the roll at difficulty 6. Mokolé and Ananasi are slightly easier to tell apart; while some of their number have similar Crinos forms, most do not. Likewise, while the Kitsune form is similar in shape, it is much smaller than a Garou. For these three Breeds, those familiar with them make the roll at diffi culty 6, those unfamiliar difficulty 8, and actual members of the Breed at difficulty 4. Finally, the Nagah and Corax have war forms markedly different from those of the Garou and anyone familiar with either Breed at all does not even need to roll — they are clearly shaped wrong. Those unfamiliar still make the roll at difficulty 8.

In no case does the mask confer different attribute adjustments than that of the wearer’s standard war form; this mask only creates cosmetic differences.

#### **Wyrm Masks**

Level 5, Gnosis 8

Wyrm Masks are quite rare outside the ranks of the Uktena, with only the Bubasti and Hatar using them almost as often. Made from stone and hundreds of tiny tiles, and stretching well below the chin and above the forehead, this mask is bound with a Bane. The Bane is nearly always threatened into becoming part of this fetish but despite this, the very existence of these masks would be considered scandalous among most Garou. (Those that aren’t the product of threats are scandalous even within the Uktena and Bubasti — although not, of course, the Hatar.) When worn and activated, the Wyrm Mask creates a sense of dread and horror that even other Wyrm creatures feel. They do not see the wearer as “one of them,” but instead as an enemy imbued with the horror and power that the army of the Wyrm possesses, a terrifying and unholy sight. Wyrm creatures facing such a foe suffer -3 to all rolls save Stamina rolls to soak damage.

To those not of the Wyrm, this mask’s effects are even more powerful, and they suffer -4 to all rolls as fear and violation strike their soul at the sight of it. But despite these quite powerful effects, few dare to employ it against those not of the Wyrm. Few Uktena doubt it would be an unforgivable sin.

### Scar Fetishes

Level and Gnosis Variable

Scar fetishes are one of the most widespread and variable forms of fetish, popular to varying extent among all the tribes. They combine the utility of a fetish and the honor of a living spirit pact with the obvious glory of a well-earned mark of endurance; most Garou, and in fact most shapeshifters, find the concepts behind a scar fetish more than a little admirable.

Scar fetishes are unique in that they are bound into the flesh of the fetish owner. The owner is rarely, however, the creator, because they are mostly bestowed upon a great warrior to commemorate surviving a wound that leaves a powerful scar. Most commonly these fetishes are awarded following a victorious battle, mind; warrior cultures such as the Changing Breeds for the most part do not celebrate their losses. Some scar fetishes are decorated with tattoos that draw attention to and highlight the scar. Some sample scar fetishes are described below.

**Wyrm Scars** must be made from a scar dealt by a minion of the Wyrm. (To the frustration of some shapeshifters, the blows of a normal Fera or Garou never work for this.) It is then bound with a wolf or dog-spirit, or the spirit of any other animal who employs smell as one of their primary senses. When activated, the fetish acts as a constant Sense Wyrm gift, and this lasts for a week from activation. When this scar detects a Wyrm presence, it itches in a distinct and powerful way, a way cannot be confused with a normal itch. Although useful, a Wyrm Scar can be a pain in the ass to activate in any environment other than purest wilderness, and are not common in the modern day. Most urban areas are permeated with Wyrmish energies to varying degrees, and a werewolf can be plagued with an itching scar for days without ever meeting so much as a fomor face to face. A Wyrm Scar is Level One, Gnosis 6.

**Soul of Lightning** is the name given to an unusual scar fetish particularly favored by the Glass Walkers and Shadow Lords. It is created from scars that wound the arms, hands, or shoulders of the bearer, and is bound with either a storm-spirit of some sort (a popular Shadow Lord choice) or electricity elemental (a Glass Walker favorite). When activated, the scars glow blue and electricity pours from the scar over both arms and claws. The lightning adds two dice of damage to any claw strike and any such strike causing more than four health levels of damage (after soak) stuns the victim, causing her to lose all actions for the next round. A Soul of Lightning fetish is Level Four, Gnosis 7; the lightning lasts for one turn per success on the activation roll, or five turns if a Gnosis point is spent to activate the fetish,

**Body of Scars** fetishes must be made from a grievous wound indeed, one that has a genuine chance of killing the recipient. (In game terms, it must have brought him below Incapacitated.) The scar left by this wound is then bound with a spirit associated with growth — scrub plant-spirits or rabbit-spirits are both common choices. When activated before a battle, the scar begins to slowly grow, spreading out over the body, and if a blow strikes the bearer, the scar will immediately surface there. The hard scar tissue protects the body, granting another two dice of soak. After the scene, the scar tissue heals back to normal quickly. While gruesome, this fetish is popular among most tribes. Sadly, it is also popular among the Black Spiral Dancers, who bind disease Banes into the scar to get the same result, but the base fetish existed well before the Dancers and few Garou see it as inherently tainted. A Body of Scars fetish is Level Five, Gnosis 7.