Devices, Fetishes and Talismans

The Talismans given here are built according to the rules given in Chapter Six; Background point costs are given with each listing. The Quintessence amounts listed are the maximum amounts the item can contain; "found" Talismans may have much less. The Storyteller and players should always make the discovery or use of a Talisman a significant event. Talismans are always quite rare, even among the Technocracy, and are respected as products of enlightened understanding and hard work.

Fetishes are ranked by level, corresponding to the Fetish Background Trait. Characters with this Background may choose one or more of these items (up to their level in the Background).

Again, remember that fetishes that require activation rolls (such as fang daggers and sanctuary chimes) cannot be used in the same turn that their wielder spends Rage. Storytellers should use the following list as a basis for creating their own fetishes, keeping in mind the information in Chapter Seven (Fetishes, p. 240) and the Rites section of Chapter Four (Rite of the Fetish, p. 161). Fetishes should be rare and cherished items that are uncommon among werewolves. Having too many fetishes present in a chronicle can give players a feeling that they need "magic items" to have powerful characters. A werewolf must rely first on her own claws and fangs to rend her prey.

Potentially, a Mage could use Garou fetish, treating every Gnosis point as two Quintessence points, and the same could be done for a Garou using a Device or Talisman. Additionally, a mage using up all of the Fetish's Quintessence may result in the spirit contained inside of it being released or consumed for eternity, something that Lupines are not very keen on.

Some of the most common types of mystical devices include objects that may emulate a Garou's Gift or create Sphere effects. Here are some of the most common samples of devices. Unless otherwise stated, anyone could potentially use these devices without any activation roll or attunement.

### **Magickally-Enhanced Armor**

Level one Device, Quintessence 5, Arete 1

This type of clothing is meant to look like the type of garment that anyone would wear, but in truth, it is protected with Magick in order to be specially resilient. The armor adds one dice to every soak roll of the wearer. Of course, this would be more useful when applied in riot-gear, where this could be mean an incredibly resilient suit of armor, but clothing allows the wearer to move swiftly and not be pestered by the police. Every dot in the Background could be invested into increasing the soak dice pool of this armor by one.

### **Magickally-Enhanced Weapon**

Level one Device, Quintessence 5, Arete 1

This weapon is perfect for fighting the Supernaturals. This weapon deals normal damage, but the user may spend a point of Quintessence to activate its special properties. When used against creatures that possess some kind of supernatural resilience, this weapon's damage counts as aggravated damage. This type of weapon can be purchased for more background dots, increasing the Quintessence pool by 5 for every Background dot bought.

### **Warding Sash**

Level two Talisman, Arete 3, Quintessence 15, Cost 5

This white silk sash, made by a revered elder of the Akashic Brotherhood in 16th century Kyoto, absorbs damage inflicted on the wearer. For each point of the wearer's Arete, the sash can absorb one Health Level of damage. When absorbing damage, the sash turns first pink, then a red that deepens with every level absorbed. Each Health Level absorbed costs one point of Quintessence.

While wearing the sash, the wearer suffers no effects from the absorbed damage. For each hour of uninterrupted meditation thereafter, the sash lightens in color, harmlessly discharging one Health Level. If the wearer removes the sash before completing the required meditation, the sash reverts to white and the wearer instantly suffers the effects of the remaining damage.

### **Dimensional Zip**

Level Three Talisman, Arete 3, Quintessence 25, Cost 3

This metal zip can take many shapes, the Technocracy, for example, prefer to make it look more as an USB that they can plug into any electronic device. Only a Mage with a level two or higher in the Sphere of Correspondence can use it properly, although even a sleeper could accidentally use it, which can result in the Talisman not working or it could even create a miniature black hole that would swallow the poor Sleeper.

A mage that uses this device can spend a point of Quintessence either from the Talisman or from their own reservoir and think of a location that they are familiar with. They will then open the zip against a wall or plug the USB, resulting in them instantly traveling to the desired location. This effect is clearly not coincidental, and could potentially create a huge Paradox backlash if any Sleeper was to be watching at either end of the travel. This Zip can also be used to create a Tear in the Tapestry, making it easier for creatures that can Step Sideways to pierce the gauntlet in a certain place as long as they go through the opening created by it.

### **Sanctuary Chimes**

Level Three Fetish, Gnosis 6

When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless it is invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk.

To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.

### **Klaive**

Level four Fetish, Gnosis 6

The signature weapon of the werewolf race, klaives are fetish daggers of a singular design, made to be used in Homid and Crinos form alike. Klaives are rare weapons that are made from the purest silver. 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 the weapon to inflict aggravated damage upon non-Garou foes. Without the spirit, a klaive does not inflict aggravated damage (at least, not to creatures that aren't vulnerable to silver).

However, a Garou does not need to attune a klaive that has no spirit in it. Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always a duel to the death. Nonetheless, klaive duels among Garou are dangerously common as the tension of the Final Days grows. The difficulty to attack with a klaive is 6, and it inflicts Strength +2 damage.