Fetishes
A werewolf may only have one of any given type of fetish. The fetish is equal to the Rank of the werewolf when they quested to get the fetish save for the greater fetishes which posses no Rank. In the event that they desire obtain a higher-ranked fetish than the one they currently have, the previous, lower-ranked fetish is destroyed. To make a fetish requires the following three steps.
I. a ritual equal to the level of the fetish or the level for the ritual to make a greater fetish must be cast for the individual but not necessarily by the individual who will obtain the fetish. II. A craft challenge equal in class to the level of the fetish must be made, the challenge is class 6 in case of a greater fetish. III. A quest must be undertaken for the Incarna to which the fetish is dedicated, this quest is of equivalent difficulty to any other quest you would undertake for rank at this time. These quests may occur out of traditional rank order with the following exception, you may quest for any of the greater fetishes only at rank 4 or higher and it is ill-advised at rank 4.
Fetishes can only be used by the werewolf who quested for them. It is theoretically possible for other supernaturals who can create Gnosis ( Vampires, Demons, Changelings) to be put on a spirit quest for an item but it would be Extremely dangerous and almost impossible. Youd need to get a Garou Theurge, and a spirit who would agree to put you on the quest.
Fetishes change to be usable in any form the Garou may find themselves in, fetishes always cross the Umbra with the werewolf and stay with the werewolf no matter where they may go.
Turning on a Fetish for a scene costs a Gnosis. Garou who see non -garou with a Fetish must make a frenzy check.
Fetishes
Lesser Fetishes
Ice Talon An Ice Talon can forgo the damage you would normally do with a hit and instead remove the following:
Level 1 - 1 temporary Rage Level 2 - 1 temp Rage and 1 temp Gnosis Level 3 - 2 temp Rage, a temp Gnosis and a temp Willpower Level 4 - 2 temp Rage 2 temp Gnosis and a temp Willpower Level 5 - 3 temp Rage, 2 temp Gnosis and 2 temp Willpower
Umbral Mirror Allows you to carry objects not native to their current Umbral location up to a distance from a caern or shallowing. distance
Level 1: 1 mile Level 2: 5 miles Level 3: 10 miles Level 4: 50 Miles Level 5: 100 Miles The objects will then stay in their non-native Umbral layer for one month per level of fetish.
Mask The mask grants the wearer a number of Social traits equal to its level. This is not an equipment bonus.
Klaive A Klaive is a weapon wieldable by a werewolf, including a werewolf in frenzy. It can be drawn or sheathed in frenzy. It is treated as a silver weapon for the purposes of inflicting damage. It is one handed
Level 1 provides one bonus trait, does 1 ag or 2 lethal Level 2 2 traits 2 ag or 3 lethal Level 3 3 traits 3 ag or 4 lethal Level 4 4 traits 3 ag or 5 lethal Level 5 5 traits 4 ag or 6 lethal
Shadowstaff
The shadow staff allows the Garou to defend against Mental or Social challenges with their Physical traits instead albeit at a penalty.
Level 1 -5 penalty Level 2 -4 penalty Level 3 -3 penalty Level 4 -2 penalty Level 5 -1 penalty
Bonelash
A weapon that grants 0 traits and does 0 levels of damage. Each successful strike with the Bonelash inflicts a penalty equal to the level of the Bonelash on the target's Physical, Mental, and Social challenges against the wielder of the Bonelash.
Excruciator
The Excruciator may be activated at the cost of forgoing an action. When activated, it causes its level in Rage Triggers to be currently active on you. It remains on for one minute before shutting itself off.
Dreamcatcher
A Dreamcatcher is a weapon, usually a net on a stick, that grants one trait per level of the weapon. The weapon does one level of bashing damage and when it successfully hits, it reduces the movement speed of anything without a physical body to 0 steps per round for one hour or until the wielder of the Dreamcatcher lets the spirit go.
Labyrinthstone
This fetish opens up a portal though the Labyrinth and a portal at the caern at which one is exiting. The exit must be within the caern. It takes 3 rounds to traverse the Labyrinth regardless of speed. Any Spirit attached to the node on the other end is immediately aware of who and what is incoming.
Level 1 one mile Level 2 ten miles Level 3 one hundred miles Level 4 one thousand miles Level 5 anywhere.
Anchorstone
Anyone in the defined room with you except the stone wielder loses one step per action per level of the stone while activated. Activating this item does not take an action.
Spirit Pouch
The spirit pouch is a Gnosis battery in which the Garou can store additional Gnosis equal to the level of the bag. This Gnosis does not count towards one's permanent Gnosis. Retrieving Gnosis from the bag does not cost an action. You must spend a Gnosis to put that Gnosis in the bag.
Ring of Obedience
As Majesty (see Presence. Affects anyone with a rank lower than that of the ring. Works on werewolves in frenzy.
Greater Fetishes
Blood Chalice
When one drinks from the chalice for a full round they are healed, they are no longer poisoned, their wounds heal. This only works on the cupholder at level 4. at level 5 you may use it on one other person per hour.
Dreadspear
This spear does 3 levels of fire damage and grants 3 traits,, allows you to attack any entity in sight with a melee attack using any of your powers (silverclaws, etc) regardless of obstacles. Must be in the same room. At level 5 it grants 4 traits and deals 4 fire damage.
Bottled Night
Bottled night contains a cloud of tenebrous smoke. When unstoppered, the smoke will bear the Garou aloft allowing them to move in any direction up to their movement and causing all within range room of the garou to be blinded as per Obtenebration Shroud of Night. The bottleholder is not blinded. At level 5 Scent and hearing are also obstructed.
Fulminous Carapace
This is armor that grants 2 extra traits on defense, 2 health extra health levels, with no penalty. The armor regenerates one of its health levels per round during the regeneration phase of combat. At level 5 It grants 3 extra traits and 3 extra health levels.
Grand Klaive
This is identical to the Klaive only two-handed. Level 4 grants 5 traits and 4 ag or 6 lethal - . Level 5 grants 5 traits and 5 ag or 7 lethal. The damage cap of this weapon is 7.
Sun Whip
Level 4 4 traits 4 ag, Level 5 - 5 traits 5 ag. Is actual sunlight. Provkes level 5 fear frenzy in targets if they are vulnerable to the sun.
Sanctuary Chimes,
Set up around an area. These chimes alert the owner whenever someone with Wyrm taint passes near them. Sees through any obfuscation.
Umbral Claws
Allow the Garou to tear open a portal to any realm. At level 5 allows the garou to break the damage cap against Spirits