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Werewolf the Forsaken Fetishes

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Talens Memory Clout LtF 151 12
Bitter Brew Rage 135 3 Mother Bog’s Net WatP 54 12
Blast Pod WatP 53 3 Nona’s Blessing Shdws UK 96 12
Blessed String LdgeTS 120 3 Poisoner’s Pen LtF 153 12
Blindwolf Cloth TotM 181 3 Protective Charm TotM 76 12
Bloodscent Tooth Ldge TF 68 3 Rallying Drum Ldge TF 101 12
Bloodwort Bag LtF 153 3 Serenity of Battle, The LtF 154 13
Broken Sand TotM 110 3 Shadow Jacket Shdws UK 97 13
Cahalith’s Thorn LtF 151 3 Shrill Skull BotW127 13
Churning Smoker Rage135 3 Sirenhowl TotM 110 13
Decay Dust WtF 205 4 Skeleton Key SotM 31 13
Dedication Cologne TotM 110 4 Skullbird Rage 135 13
Dye of Shame Pure 131 4 Spirit Drum WtF 206 13
Ephemeral Shots TotM 44 4 Spirit Wings WtF 206 14
Face of Blood Pure 131 4 Spirit’s Dream ● to ●●●●● TotM 182 14
False Hunt Stones Pure 131 4 Splinter Key Rage135 14
Fire Hammer Ldge TF 71 4 Staff of the Twice‐Born LdgeTS 28 14
Footsteps of the Dead LtF 153 5 Stonethrower WatP 54 14
Ghost Salt TotM 75 5 Storm Rune ● to ●●●●● TotM 182 14
Ghost Sticks Rage190 5 Sunshield WatP 54 15
Heart of the Wounded Bear LtF 151 5 Triumph Rune Ldge TF 55 15
Heritage Tooth Blsphms 88 5 War Maps LdgeTS 15 15
Hide Paper LtF 153 5 ●● Fetishes
Keep‐Your‐Distance WatP 53 5 Backbiter TotM 147 15
Moon’s Allure WtF 205 5 Badge of Honor SotM 106 15
Mr. Fixit SotM 30 5 Bad Penny Ldge TF 134 16
My Alarm LtF 153 6 Blunter WatP 54 16
Obituary TotM 75 6 Boundary Markers Pure 132 16
Running Rabbit BotW127 6 Charm Bracelet Shdws UK 97 16
Sallow Bark Tea LdgeTS 142 6 Condor Idol LdgeTS 124 16
Salmon’s Wisdom LtF 151 6 Corpse Dowser Ldge TF 122 16
Shadowdust LtF 150 6 Egelsbrand LtF 154 16
Shibboleth Drops LtF 157 6 Eyepiece ●● or ●●● TotM 138 17
Silver Dust WatP 53 6 Fetidmusk LtF 157 17
Silver Polish SotM 30 6 Fireflash WtF 206 17
Skinner Mask Blsphms 144 7 Fly Bottle Rage135 17
Soundthrower LtF 151 7 Ghosts of the Forest Shdws UK 97 17
Storm Arrow WtF 205 7 Gnawdoser LtF 152 17
Sucker’s Tell TotM 147 7 Hijaab Rage 197 17
Tea of Fourteen Hungry Mask BotW128 17
Precious Jewels Rage19 7 Hunter’s Spur Ldge TF 58 18
Tell‐Tale WatP 53 7 Kin Caller TotM 181 18
Tooth Soap Rage135 8 Lightning Rod Ldge TF 64 18
Tick Bullet SotM 30 8 MasterKey LtF 154 18
Valetvalise LtF 153 8 Mercy Gem WtF 206 18
War Draught TotM 43 8 Money Spider Card S hdws UK 89 18
Whistling Arrow Rage 191 8 Oath Hood LtF 152 18
Wisp Gum Rage 135 8 Pain Poppet Ldge TF 47 19
Wolf’s Nose BotW127 8 Prophecy Bone LtF 154 19
Wolfsbane WtF 205 8 Purity Jewel LdgeTS 46 19
Wound‐Binders WatP 53 8 Repellance Bk Sprts120 19
● Fetishes Restraint Torc Shdws UK 75 19
Alert‐Me WatP 54 9 Roar of Thunder Ldge TF 101 19
Ayat Rage196 9 Rune Stone
Blessing of Vigor WtF 205 9 of Balance ●● or ●●● TotM 182 20
Blood Rosary Ldge TF 138 9 Scar/Tattoo Fetish WtF 206 20
Breath of Agony Pure 131 9 Shadow Box LdgeTS 15 20
Chargebreaker Pure 131 9 Shadow Tarot TotM 76 20
Cult Talisman Ldge TF 122 10 Skinsheath ●● or ●●● WatP 54 20
Cup of Life Bk Sprts120 10 Subtle Armor ●● or ●●●● TotM 44 21
Eyes of the Unproven LdgeTS 53 10 System Key Rage136 21
Farseer SotM 106 10 Thum‐Bot LtF 154 21
Four of Us, The LtF 151 10 Timbre Rattle LtF 154 21
Fourfaces LtF 153 10 Track Mirror SotM 31 21
Gruel Pot Shdws UK 96 11 Truth Catcher Ldge TF 142 21
Hero’s Blood TotM 44 11 Vandal Spider TotM 110 22
Hummingbird’s Heart LtF 151 11 Vermin’s Flight Necklace Shdws UK 97 22
Iron Tongue TotM 147 11 Wallbreakers LtF 152 22
Kanruth’s Eye LtF 151 11 Wandering Jacob’s Map Rage 181 22
Knothole WtF 206 11 Willow Stake LdgeTS 142 22
Man’s Best Friend Shdws UK 96 11 Wolf in Dog’s Clothing BotW65 22
Marriage Brooch Shdws UK 96 12 Wolfsole Tattoos BotW65 23

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●●● Fetishes Alphaskin LtF 159 35
Billy Pine’s Cudgel SotM 171 23 Dead Zone SotM 107 35
Black Blood Candle Shdws UK 97 23 Decay Tattoos Pure 133 35
Blackbird Mauser LdgeTS 15 23 False Locus SotM 32 35
Bond of Law Shdws UK 98 23 Heritage Fang Blsphms 88 36
Bone Spur Rage 136 23 Herne’s Black Lantern Rage136 36
Carthu’Ama LtF 157 23 Liar’s Delight TotM 149 36
Cat’s Suture Rage136 24 Milewalker’s Cloth Rage 137 36
City Compass Ldge TF 95 24 Moonshunner Pure 133 36
Crone’s Axe Shdws UK 98 24 My Brother's Shadow TotM 45 37
Death Howl Stone Shdws UK 78 24 Spirit Maze LtF 153 37
Death Wolf’s Howl TotM 77 24 Tears of Luna SotM 29 37
Devil’s Right Hand, The TotM 45 24 Tooth of the
Drowned Man’s Pearl Ldge TF 68 25 Death Wolf Fetish LtF 157 37
Everyman Hood BotW65 25 Wolf to Her Den TotM 112 38
Fear‐Worm TotM 111 25 Klaives
Fortune Stone LtF 152 25 Level 2 Klaives
Gauntlet Scar WtF 206 25 Hate & Pain Wolfsbane 34 38
Ghost Stake LtF 154 25 Level 3 Klaives
Guksu’s Headdress TotM 183 26 Biting Dagger WTF 207 38
Heart Spear Shdws UK 98 26 Cuchillo de Hueso Shdws Mxco107 38
Map of the Pack LdgeTS 40 26 Gurim’s Lash Pure 132 38
Mask of Life WtF 207 26 Karg LtF 149 38
Off‐Switch WatP 54 26 Lucky’s Brother WatP 55 39
Packcard LtF 154 27 Poisontooth WatP 55 39
Rose Among Thorns, The LtF 155 27 Shifting Fang TotM 147 39
Sacred Thread LdgeTS 28 27 Steel and Lightning Rage 137 39
Season Flute Ldge TF 92 27 Tearer‐of‐Silk WatP 55 39
Shadow Lure Bk Sprts 121 27 Bale Blade Blsphms 144 39
Shadow Wings WtF 208 27 Level 4 Klaives
Soulsoother WatP 55 28 Charging Bear TotM 45 40
Spider Gem Shdws UK 90 28 Fangs of the Bat TotM 111 40
Standard of Station SotM 139 28 Fulgent Talwar Rage 138 40
Storm Gauntlets Shdws UK 98 28 Fury Fang WtF 208 40
Storm’s Eye Ldge TF 65 28 Hand That Wounds, The WatP 56 40
Synchronicity Box LtF 155 28 Heartseeker WatP 56 40
Talking Stick Rage 182 29 Jeffrey Family Klaive Shdws UK 74 40
Tasbith Rage197 29 Luna’s Curse WatP 55 41
Timepiece WtF 207 29 Magician’s Edge WatP 56 41
Trade Off SotM 107 29 Salt‐Hewer Ldge TF 68 41
Transportation Keys Sequoia’s Spear Rage 138 41
●●● to ●●●●● BotW65 29 Silence of Death SotM 31 41
Turndagger LtF 155 30 Thunder’s Atassa Ldge TF 150 41
Wandering Eye SotM 31 30 Level 5 Klaives
Woad Tattoo Shdws UK 98 30 Bane of Power WatP 57 42
Wolf‐Drinker Ldge TF 122 30 The Labrys WTF 209 42
Wraith‐Claws Ldge TF 39 30 Longseeker’s Eye WatP 56 42
●●●● Fetishes Rage Warden WatP 56 42
Arrow Chain LtF 156 30 Thunder Klaive LtF 101 42
Band of Restraint SotM 107 31 Tooth of the Death Wolf TotM 78 42
Betrayer Skull Pure 132 31 Vorgarn LtF 150 42
Biografia Perfeita LtF 156 31 ●●●●●● Fetishes (Moon Klaives)
Bone Whistle WtF 208 31 Agalu Delal, Daemon Eater WatP 147 43
Effigy of the Hunters Shdws UK 99 31 Dahzulna, The Scepter of Battle WatP 146 43
Four Fingered Charm Rage 136 31 Hadakhu, The Dream of the Valiant WatP 147 43
Gibbous Horn LtF 152 32 Mumaizadum, Fire and Water WatP 147 43
Horn of Munin LtF 157 32 Sidm’s Doom, Broken Blade WatP 148 44
Knock‐Knock Stick Shdws UK 99 32 Other Fetishes
Lightning Chain LtF 156 32 Run‐Klaive +● Ldge TF 55 44
Lightning Rod WtF 208 32 Gazh dum Ghost Touched Objects
Lionel’s Promise SotM 221 32 Le Parfum de Folie Rage 139 44
Luns’s Mercy Shdws UK 86 33 Deadl Recorder Rage 139 45
Man’s Hammer WtF 208 33 Bitch’s Broken Mirror Rage 139 45
Omnitool TotM 148 33 Little Baby Burns Rage 140 45
Parasite Shard Pure 132 33 Arrathudum (Cursed Items)
Peeper Jar Rage136 34 Black Phone Rage 141 46
Salmon Charm Shdws UK 99 34 Razor Wire Knuckles Rage 142 46
Spirit Anchor TotM 77 34 The Honorable Badge Rage 143 46
Tempest Cane LtF 156 34 Nizar’s Tabuk Rage 143 46
Traveler’s Blanket LtF 156 34 Keys of Cages Rage 143 47
●●●●● Fetishes Fetish Creation Guide Addendum 48
Alpha’s Crown WtF 209 34 Fetish Creation Guide LotF 143 50

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Talens

Bitter Brew
This coffee-like drink is infused with anise, chicory, milk thistle and a few drops of the drinker’s own blood. When consumed, Bitter Brew
grants the drinker a +2 to his Speed for one hour. Any strong wind-spirit empowers this talen.
Action: Instant

Blast Pod (Talen)


Made from a dried pea pod or seed husk, this talen is infused with a spark- or flame-spirit. When thrown, it burst into a small flame that lights
its target on fire. Blast pods are good for starting instant conflagrations as distractions, or as part of a battle tactic — cutting off either escape or
pursuit, for example. Objects that are inflammable or too wet to light typically do not catch fire, but two burst pods thrown in succession might
dry out and then light something that is only moderately damp.
Action: Instant

Blessed String (•) Songkran Fetish


When a Forsaken binds a water elemental into a string, she can bless it with the magic of the Songkran. When she activates this fetish and ties it
around the wrist of another, she can always be attuned to the wearer’s state of emotion. No matter how far apart the two are, the werewolf who
activated the fetish may roll a Wits + Empathy roll to determine the wearer’s dominant emotion (anger, love, hate, fear, joy, sorrow, etc.) at that
exact moment. With an exceptional success on that roll, the Forsaken can gain a +1 bonus to all Social rolls used on or against the wearer for the
following day. Many users of this fetish do not tell the wearer what it is they are wearing (for if they knew, they may be more likely to simply
remove it and cast it into the trees).

Blindwolf Cloth (Talen)


A Blindwolf Cloth is a talen created for a Fear of the Dark initiation rite. The talen usually smells pungent, for its creation involves a piece of
white cloth left out in a storm from the start of rainfall to the last drop, then dried by incense smoke. A smokespirit is bound within the cloth, and
the blindfold disintegrates into ash the moment it is removed from
around the initiate’s eyes.
While worn, the Blindwolf Cloth completely blinds a character and imposes a –1 die penalty to any perception rolls involving the wearer’s
sense of smell. However, a character wearing one will find that the talen changes shape to fit them in any form, and provided they are wearing it
as part of a Storm Lord initiation rite, the Blindwolf Cloth provides an additional dot of Willpower to be used during the
Fear of the Dark ritual.

Bloodscent Tooth (Talen) Lodge of the Maelstrom


This shark’s tooth talen is dangerous in an indirect fashion. When activated, it gives off a powerful smell of blood, enough to quickly draw the
attention of any sharks in the immediate area. Sea-watchers often use this talen as a method to quickly dispose of corpses or even as a means of
executing enemies, which keeps them from having to bloody their own claws. The talen can be used out of the water, as well; although the scent
is lessened in power, it can still be used to mark an area for other werewolves or for similar creative purposes. The talen also functions when in
the Shadow, where it draws shark-spirits with the same speed. Naturally, a blood-spirit or shark-spirit is typically bound within this talen.

Bloodwort Bag (Talen)


This fetish is made from moss and the blood of the fetish-maker — the Blood Talons have a lot of use for this.
When activated and pressed into an open wound, it cleans it of natural infection and heals one level of lethal damage. It is normally stored in a
small pouch. Any herb spirit can empower this talen.
Durability 1, Size 1, Structure 2
Action: Instant

Broken Sand (talen)


Glass is simply heated sand, and with the proper spiritual assistance, one can become the other quickly. Hunters in Darkness scatter this coarse
sand across the trail of a pursuer. When the pursuer’s feet touch the sand, it immediately changes into broken glass. This inflicts one level of
lethal damage to the pursuer, but also subtracts three successes from a pursuer involved in a Foot Chase (see p. 65 of the World of Darkness
Rulebook). If the pursuer’s bare feet do not touch the sand (that is, the pursuer wears shoes), the sand does not change, and the talen loses its
power after one scene. To create this talen, the werewolf smashes a glass bottle or object and then binds a minor spirit of earth into the fragments.
Action: Instant

Cahalith's Thorn (Talen)


This small fetish can be fashioned from any thorn and is one of the oldest fetishes known to the Uratha. While long associated with Cahalith, it
also a favorite of Elodoth. The wielder must prick her thumb with the thorn during the activation of the Thorn. The thorn provides +2 to all
Persuasion rolls as long as it remains in the user’s thumb, or until the scene ends.
Durability 1, Size 0, Structure 1
Action: Instant

Churning Smoker
This hand-rolled cigar or cigarette is stuffed with tobacco leaves, human hair and crushed cliff rose petals. The user blows the smoke in target’s
face, and the target must immediately roll Wits + Resolve. Failing that roll means the target vomits. Humans (including ghouls and wolf-blooded)
suffer a –2 penalty to the Wits + Resolve roll. Truly supernatural humans such as mages suffer no such penalty. This talen is empowered by a
dizziness-spirit. Action: Instant

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Decay Dust (talen)
This talen, fashioned from the dust or ashes of any once-living thing, causes one human-sized corpse to decay into dust within one turn. Any
spirit of decomposition can empower this talen. The effect doesn’t work on the bodies of zombies, vampires or the undead, only on inanimate
corpses.
Action: Instant

Dedication Cologne (talen)


Not every Hunter knows the Rite of Dedication, and even when a packmate does know it, a werewolf might not want to wear the same outfit
every night. This talen takes the form of a thick liquid with a slight musky scent. When sprayed over a werewolf’s clothes and activated, the talen
dedicates the clothing (per the Rite of Dedication, see p. 150 of Werewolf: The Forsaken). The effect wears off after 12 hours, or if the outfit
becomes soaked in water.
Action: Instant

Dye of Shame (talen)


The Fire-Touched sometimes infiltrate the Forsaken, though doing so is dangerous to the Fire-Touched’s Harmony (since infiltration requires
them to break their tribal vow) and shameful and uncomfortable to them. Still, good reasons exist for this subterfuge, and so the Izidakh created
the Dye of Shame to help with the deception. The Dye is made from any shiny metal other than silver, the shavings of which are mixed into
boiling water and thickened with blood, ash and mud. A spirit associated with deception is bound into the mixture, which then takes on a
luminous silver color. This paint can be spread over a Pure werewolf’s Renown scars or brands. When activated, the paint gives the appearance of
Renown tattoos of the sort worn by the Forsaken (meaning that the paint is normally only activated in the Hisil, though it is rumored that some
Forsaken werewolves know Gifts enabling them to see another Uratha’s spirit brands in the physical world). Once activated, the paint remains
visible for a scene. A dose of the paint is good for one day.
Action: Instant

Ephemeral Shot (talen)


Many Blood Talons prefer the traditional weapons of war: swords, spears, axes and so on, but some prefer to modernize their tactics. This talen
allows the tribe’s sharpshooters to bring the latest in modern warfare to the spiritual battlefield. An Ephemeral Shot resembles a single shotgun
shell (similar but rarer talens exist in the form of full magazines for automatic weapons) carved out of a cloudy, wax-like substance that may be
solidified ephemera. Any sort of spirit may be bound into it, but the most common is a gun-spirit or a violence-spirit. When activated, the Shot
becomes partially ephemeral itself, allowing the character to damage non-manifested spirits or ghosts with the firearm. In the case of a full
magazine of Ephemeral Shots, the entire magazine must be activated at once as a single instant action. If the bullets are not all fired by the end of
the scene, they evaporate back into Twilight.
Action: Instant

Face of Blood (talen)


The Predator Kings have a safer (though arguably no better) relationship with the denizens of Shadow than their Forsaken brethren, but Ninna
Farakh are just as likely to earn the ire of some spirits as any werewolf. This talen was created by Predator King warriors as a means of signaling
to local spirits that the usual state of affairs was suspended, and that a pack was on the warpath. The werewolves take the fresh blood from a kill,
usually human or animal depending on what prey is nearby, and pour a small quantity of the blood into a bowl. A spirit of fear or panic is bound
into the blood, and each Anshega dips his hands into the bowl, then presses his palms and fingers to his own faces, leaving two handprints in
blood on his skin. When activated, the talen lasts until sunrise before fading. Until then, even if the werewolf washes her face clean, the bloody
handprints are visible in the Shadow Realm. All spirits instinctively recognize this fearsome display, and any denizen of the Hisil that attacks the
Pure suffers a –1 to attack rolls, from the emanations of supernatural fear.
Action: Instant

False Hunt Stones (talen)


Used by Ninna Farakh to throw Forsaken pursuers off the Predator Kings’ scent, these stones are created in sets — one for each member of the
Anshega pack. Each pebble has one of the werewolves’ names on the largest surface, painted on by the fetish maker using the blood of each
werewolf to write each name. Once completed, a fox-, jackal- or coyote-spirit is bound into the handful of rocks. When activated, each of the
rocks gives off the scent of the packmember whose name and blood the rock bears. Any werewolf trying to track one of the pack by natural
means (see p. 178 of Werewolf: The Forsaken) finds herself drawn to the False Hunt Stones instead of the real Predator Kings unless the
character rolls an exceptional success on her tracking rolls. Obviously, the character’s mistakes will only be discovered when she ceases her
tracking only to discover she has been hunting a handful of stones left as a distraction. False Hunt Stones last for six hours after activation before
crumbling to dust.
Action: Instant

Fire Hammer (talen) Lodge of Metal


Building things is hard, physical work, which even a werewolf in Hishu form can struggle with. The answer for members of the Lodge of Metal
is the Fire Hammer, named and created in honor of the lodge’s founders. Lodge members make this fetish by binding a fire-spirit into some form
of hitting implement, usually a hammer, as the name implies.
When activated, the fetish boosts the owner’s Strength by two points, but only in non-combat situations. The spirit within the fetish knows its
place, and that place is in work, not battle. Fire Hammers are often given to lodge members as gifts by their mentors after winning their first
gathering competition.
Action: Reflexive

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Footsteps of the Dead (Talen)
Bone Shadows first developed this talen, and it has since been very useful to Uratha having to deal with vampires and other walking dead.
When activated and sprinkled on a surface, it adheres to the footprints of any undead who’ve passed through the area in the past 24 hours. The
contents of the bag remain active for one minute once activated. This bag of dust is made from the grave earth from any human and is powered
by a deathspirit. It can cover an area up to 20 square feet.
Durability 1, Size 0, Structure 1

Ghost Salt (talen)


Ghost Salt is a special mixture of herbs, crushed bones and (of course) salt for those Hirfathra Hissu who don’t make use of Death Gifts.
Sprinkled around an area suspected of harboring an unquiet shade and activated, the salt begins to glow slightly if a ghost is indeed present.
The salt can also be used to detect a ghost’s anchors in the same manner — a pinch or two sprinkled on the object (or person), and if a ghost has
a connection to it, the salt becomes faintly luminous. Bone Shadows usually use cat-spirits to empower Ghost Salt.
Action: Instant

Ghost Sticks (talen) (rage 190)


Stick incense made of agarwood, bone dust and powdered goat’s gall. Produces a pungent, dizzying aroma. The werewolf who breathes in the
talen’s smoke can interact with ghosts in Twilight as if they were physical. However, she suffers a –1 penalty when interacting with physical
beings outside of Twilight. The effect lasts for one scene. Empowered by a mistspirit.
Action: Instant.

Heart of the Wounded Bear (talen)


This talen is fashioned from the dried blood of some animal hunted down by the fetish-maker in Gauru form. When ingested or rubbed in the
open wound, it gives the Uratha a +1 bonus to Physical rolls for the remainder of the scene — the werewolf must be wounded for this talen to
function. If the werewolf heals fully, the effects of the talen end. Heart of the Wounded Bear is extremely useful for Rahu. A bear-spirit empowers
this talen.
Durability 1, Size 0, Structure 1
Action: Instant

Heritage Tooth (Talen) Lodge of the Crossroads


These minor talens are created from relics of folklore, both good and ill. Called “teeth” for the general purpose they serve, they take the form of
some sort of ammunition, usually bullets or arrows. They are always relics of some sort invested with local meaning. A Heritage Tooth might be
an arrow whittled down from the fire-hardened wood of an old Salem stake, a bullet cast from the fender of a car that carried a woman in white or
even a lead sling stone cast around the tooth of a serial killer. A Heritage Fang adds +3 to the attack roll when used against any supernatural
creature born and changed (such as Embraced, if a vampire) in the Americas.
Action: Reflexive

Hidepaper (talen)
This extremely useful Talen looks like a common newspaper and is favored by Ghost Wolves. When opened and held in front of the user, as if
he is reading it, it makes the Uratha less conspicuous. Any who try to detect the user suffer –4 to appropriate dice pools. The HidePaper only
functions while the Uratha holds it open and does not move. Its effects last for a scene or until the werewolf goes back into motion.
Durability 1, Size 1, Structure 2
Action: Reflexive

Keep-Your-Distance (Talen)
The keep-your-distance is a sealed-up sack about the size of a tangerine. They fit nicely in the palm, are made of cloth or leather and are
generally filled only with the spirit that empowers them. A werewolf uses one as part of any Brawl attack, striking with an open, keep-your-
distance-filled palm. Ignore armor, because the attack only needs to make contact. The small pouch bursts open in a howl of wind and force,
knocking the target backward three yards for every success on the attack. A Dexterity + Athletics roll is necessary for the target to keep from
falling prone, penalized one die for every success on the attack.
Being hurled backwards into a solid object inflicts one point of bashing damage on the target but stops the traveling; at the Storyteller’s
discretion, striking something sharp might inflict lethal damage. Werewolves use these when they are surrounded or really need a moment of
breathing time.
Action: Instant

Moon's Allure (talen)


Made from crushed flower petals, this powder mitigates the effect that Lunacy has on humans. When the powder is sprinkled on a human
subject, her Willpower is considered to be three dots higher than normal when exposed to the maddening sight of a werewolf’s supernatural
powers. A cat-spirit empowers this talen. The effect lasts for the remainder of the scene.
Action: Instant

Mr. Fixit (Talen)


Sometimes, things just go wrong and Forsaken end up taking actions that leave a trail a mile wide for the herd to follow. Maybe it’s a body
ripped to shreds by the teeth and claws of a Gauru-form Uratha, or maybe its inexplicable traces of wolf fur and saliva in a place where such
animals obviously couldn’t be. Given the ever-increasing sophistication of forensics technology, it becomes harder and harder for the Forsaken to
cover their tracks. This talen (which commonly takes the form of a spray bottle of bleach, a cheap sponge, or something similar) exists to address
that very problem, adding the user’s activation successes to those required by someone using mundane applications of the Investigation Skill to

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determine any helpful information about a crime scene or other compromised location, as the evidence inexplicably ends up somehow corrupted
or otherwise difficult to decipher. Supernatural investigative abilities are, however, unaffected by this talen’s powers. See “Examining a Crime
Scene,” pp. 59–60, World of Darkness Rulebook.
A spirit of deceit empowers this talen.
Action: Instant

My Alarm (talen)
This simple leather bracelet, normally holding a few ordinary beads, has one very useful power. If anything is taken from the Uratha’s person
without her knowledge, it immediately unties itself and falls off the werewolf’s hand, alerting her. Once activated, it functions for one year. A
blue-jay-spirit is used to create this talon.
Durability 1, Size 0, Structure
Action: Reflexive
Action: Instant

Obituary (talen)
A useful investigate tool, especially when dealing with ghosts, the Obituary takes the form of a single, thin piece of paper. The werewolf writes
the name of a deceased person down on the paper and activates the talen and seconds later, an obituary appears there. It states the deceased's age
at the time of death, the cause of death and any surviving family that he had (though not their locations). Once used, the paper retains the data
permanently. The spirit of any loud, "talkative" bird can be used to create an obituary.
Action: Instant

Running Rabbit (talen)


These talens resemble small, thin chips of wood, glass or any other easily breakable material. To create one, a werewolf must bind the spirit of a
rabbit or some other small, swift-moving prey animal into the object. The werewolf also retains a part of the animal (usually its tail or an ear). To
activate the talen, the uragarum breaks it in half. The spirit is then released, but before it is truly free it must reclaim the part of itself that the
talen’s creator still holds. The spirit, therefore, seeks out the werewolf in all haste (which, in turn, lets the Uratha know that the wolf-blood needs
her).
Action: Instant

Sallow Bark Tea (Talen) Lodge of the Willow Branch


Made from the crushed bark of the willow tree, this tea actually contains the components for aspirin (i.e., salicylic acid). When the spirit within
is awakened, however, it becomes a potent pain reliever for the Forsaken who imbibes the tea. By drinking a draught of this tea, a werewolf can
ignore two dice of Health penalties for an hour after consumption.
This talen is not unique to the Lodge of the Willow Branch, but is used prevalently among these lodge members.

Salmon's Wisdom (talen)


This ancient talen is said to hail from an Elodoth in Ireland. It is made from salmon eggs, stored in a small vial. When eaten, they give the
Uratha +2 on all rolls involving Wits for three turns.
Durability 1, Size 0, Structure 1
Action: Instant

Shadowdust (talen)
This fine powder is ground from the material forms of used talens or fetishes. Normally it is held in a decorated bag, although the Iron Masters
favor test tubes and manila envelopes. Shadowdust was first developed by an Ithaeur. When activated and sprinkled over an area, this dust briefly
glows violet if it touches any awakened item or fetish. Enough dust can be manufactured during the ritual to cover a 10 x 10 ft. area. All of the
dust must be activated at once; it cannot be doled out piecemeal. A wisdom-spirit is needed for its manufacture.
Durability 1, Size 0, Structure 1
Action: Instant

Shibboleth Drops (Talen)


Crafted by the Ivory Claws, this water will not stain or be absorbed by the fur of an Uratha of Pure Tribe descent. It is used to “evaluate” cubs
and members of Luna’s weaklings who crave membership into the Tzuumfin. A spring-spirit is used to fashion this talen. It is stored in a small
bottle or vial, usually worn around the neck of the pack’s alpha.
Durability 2, Size 0, Structure 0
Action: Instant

Silver Dust (Talen)


Usually kept in a small leather pouch, this talen looks just like its name suggests: dust of ground silver.
Closer inspection reveals that it has been cut with something else. There is a mixture of powdered wolfsbane, lead filings and iron dust mixed
in. When the mixture is sprinkled on a weapon, the weapon becomes silver for the next three turns. Spirits of the Earth Choir or various weapon
descants empower this talen. Carrying this talen is frowned upon by many Forsaken but is not technically a sin. Wielding the altered weapon is.
Action: Reflexive

Silver Polish (Talen)


It’s a well-known fact among Uratha that being injured by silver can easily drive werewolves into Death Rage. While it’s usually a bad idea to
do so, desperate times occasionally call for such desperate measures. With an application of a silver polish talen (which always takes the form of

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some sort of oil or cream, suitable for use on metal as a polish or other cleaner), the user can trick a target’s body into believing that she’s just
been attacked with that most baneful substance. Regardless of the damage type inflicted, the target of a successful attack with the anointed
weapon must attempt to resist Kuruth as though having just suffered one or more points of aggravated damage. Silver polish can be applied to
any sort of weapon: bladed or blunt, melee or ranged; even a bullet. Barehanded or similar attacks, however, cannot be affected by this talen.
Silver polish is empowered by a silver-spirit.
Action: Reflexive

Skinner Mask (Talen)


The Bale Hounds have many grim powers and fetishes at their disposal, but potentially the most grotesque of fetishes used by the cult is the
Skinner Mask. This mask is created by flaying the flesh from a person’s face while he or she is still alive and conscious, and binding a deception-
spirit within the wet, raglike skin immediately after it is removed from the victim. Skin taken from dead bodies or unconscious victims fails to
function as it should, so only living, aware subjects may be used.
Part of the criteria for creation is the suffering the victim must endure as his or her face is cut off. Also, although Skinner Masks are traditionally
made with as much flesh from the face as possible: if much of the tissue is ruined in the extraction (perhaps from a victim’s struggles), then the
fetish may be created with only a few strips of skin, as long as there is enough to cover at least a quarter of the Bale Hound’s own face.
Once the spirit is bound within the skin, the Asah Gadar may press the flesh to his own face, and will immediately begin to look exactly the
same as the victim, even down to height, weight, eye color, hairstyle and so on. The deception is a masterful one, lasting until the following
moonrise, and adds four bonus successes to any disguise rolls to impersonate the (now faceless) victim.
The Skinner Mask even makes the Bale Hound give off the same scent as the impersonated victim, and masks the werewolf’s own scent.
There are limits to a Skinner Mask’s power. If the character shapeshifts from Hishu form, the fetish splits apart and breaks, destroying the effect
instantly. Although the fetish cannot be used on the undead, it works perfectly well on werewolves and mages, provided they are alive and
coherent when the flaying begins.

Soundthrower (talen)
Irraka create these small talens from the hollow bones of birds to be used for quick diversions They are small, and one can easily, if
uncomfortably, hold it in his mouth until needed. By blowing in one end, the werewolf can project a sound of his choosing to any location nearby.
The target area must be within sight and earshot of the Uratha, be it on the other side of a room, behind an inquisitive security agent or whatever
is fitting. The sound will emanate from targeted area and can be as soft as a whisper or as loud as a yelp of pain and can last up to a turn (3
seconds). The Uratha can imitate any sound he has previously heard. A mockingbird spirit empowers this talen.
Durability 1, Size 0, Structure 1
Action: Instant

Storm Arrow (talen)


Typically fashioned with a mundane arrow, one of these talens can also be created from a stone, a bullet or any other projectile. When it strikes a
target (requiring a successful attack roll), a localized thunderclap sounds. A reflexive Wits + Resolve roll is made for the target struck. If it fails,
the victim is stunned temporarily and suffers a –2 modifier on his next action. The effect occurs in addition to any damage inflicted. Storm-spirits
are used to empower these talens.
Action: Reflexive

Sucker’s Tell (Talen)


Society shows that a person is more than just his physical form: databases and filing cabinets the world over hold everything from a person’s
shopping habits, address history and sensitive medical records. People believe the information on identity documents even when they don’t know
the issuing authority. They trust the simple existence of a document as proof that someone has taken the time to validate the person holding it. In
real life, records are filed wrong or go missing, databases get corrupted and all a photo ID really proves is that the bearer has access to a printer
and laminating machine.
The Sucker’s Tell grabs human misperception and gives it a good, hard twist. This talen takes the form of a fake ID. When the werewolf burns
it, someone within eyesight assumes the character’s negative social modifier associated with his Primal Urge score.
For an hour, that target now bears the curse of Rage, and the werewolf can engage in a social situation without the obstruction of her own feral
nature. If the werewolf didn’t see anybody while activating the fetish, it has no effect. To create this talen, a werewolf binds a minor spirit of
information into a laminated fake ID bearing his picture.
Action: Instant

Tea of Fourteen Precious Jewels: (talen) rage 190


This talen is somewhat twofold. It is, at first, nothing more than three white, uncrushed lotus petals. The petals, once dropped into water (no
matter how contaminated) purifies the water, warms it without the need for any ancillary heat source and makes a fragrant tea. The tea, when
consumed, allows the drinker to ignore one mild derangement for the next eight hours. Empowered by an obligation-spirit.
Action: Insant.

Tell-Tale (Talen)
Werewolves make the tell-tale out of leaves, twigs and nuts, shaping them into a small bird and securing the whole thing with drips of sap.
Activating the talen is a matter of naming a specific individual and whispering up to five words to the bird-doll. There is a –1 die penalty on the
Harmony roll for every mile of distance to the target; if the bird fails to activate, it may be reused later (but not more than one attempt per scene).
Otherwise, the bird animates and flies to the designated target. There, the tell-tale hovers beside the target’s ear and whispers the five words
before falling to the ground in its constituent pieces.
In war, these talens are produced by the handful and handed out to pack alphas. The alpha pack keeps a horde of them for running battles or
passing secure messages. Spies also find them very useful. Hummingbird- spirits power this talen. Action: Simple

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Tooth Soap
Two human canine teeth are buried in the center of this ragged bar of handmade soap. When allowed to lather up an inorganic object of Size 5
or smaller, the talen reduces that object’s Durability by 1 until the soap lather dries. The lather dries in one hour, then flakes off. The soap is
empowered by a termitespirit.
Action: Instant

Tick Bullet (Talen)


These talens (which may take the form of bullets, arrowheads, or any other tiny projectile intended to lodge in a wound) siphon the Essence out
of enemies so surreptitiously that an incautious victim might not know until it’s too late. When the talen strikes a werewolf or other creature
naturally possessed of an Essence trait (doing normal damage for a weapon of its type), its user’s player rolls to activate the fetish, as normal. The
target reflexively contests with Resolve + Primal Urge (or Resistance, for spirits). If the talen’s user accrues more successes, then the spirit within
the tick bullet pulls out and consumes a point of Essence, whereupon the target receives a reflexive follow-up roll of Wits + Composure with a –2
penalty. Failure means the subject is unaware that he has just lost a point of Essence.
Unsurprisingly, these talens are typically empowered by tick-spirits.
Action: Reflexive

Valet Valise (talen)


This unusual talen is a small leather satchel. When activated, it contains an appropriate, immaculate and complete set of mundane clothes sized
for the Uratha who activated it. It cannot create functioning scuba gear, night vision goggles or similarly specialized tools, but if you need a well-
fitting tuxedo, wilderness outfit, 18th century ball gown or a copy of the latest runway fashion — that it can do.
Durability 1, Size 2, Structure 3
Action: Instant

War Draught (talen)


This rough, fiery whiskey is bound with a spirit of rage or violence. Blood Talon warriors often drink this whiskey before going into battle to
“put the fire in their blood.” A werewolf drunk on War Draught fights harder and longer than his more sober-minded brethren: for the duration of
the scene, the Uratha reduces all wound penalties by 1, and he adds +1 to all his attack rolls.
Drinking one dose of war draught counts as two alcoholic beverages for determining the effects of intoxication (see the World of Darkness
Rulebook, p. 177).
Action: Instant

Whistling Arrow (talen)


Archery among the Forsaken of the subcontinent is oddly common. This talen, a hollow arrow-head with holes on the side, makes a loud
whistling noise as it flies through the air. Indians learned how to make them from the Chinese, and the arrows were used to both cause damage
and signal troops to attack. This talen, upon successfully striking a target, makes him easier to hit for three turns. Any attacks made against the
target during the subsequent three turns are performed with a +1 bonus. Empowered by a gregarious bushlark bird-spirit.
Action: Reflexive.

Wisp Gum
This chewing gum, made from spruce gum and mixed with wood ash, must be dried prior to chewing and chewed for one hour prior to
activation. Once the gum is sufficiently softened in the mouth, the werewolf can stick the gum to any surface. The wad of gum will then emit a
string of smoldering smoke — this white smoke almost glows with its own light.
Only the werewolf who chewed the gum can actually perceive the smoke, however. He can see this shimmering smoke from up to a mile away,
and can smell it with a Wits + Survival roll for up to two miles. The smoke stops after an hour. This talen is empowered by a spruce-spirit.
Action: Instant

Wolf's Nose (talen)


This balm is made from the creator’s urine. A small dab of it underneath the wolf-blood’s nose makes her sense of smell almost as acute as a
wolf’s. Uratha occasionally fashion this talen for uragarum so that they can perceive territorial boundaries. This can be especially important in
areas where competing packs’ territories border one another, and wolfbloods are considered part of a territory. Any spirit with a keen sense of
smell can empower the balm, but rodents are the most common choice. The balm must be kept covered and sealed when not in use, partially
because it will lose its potency in an hour if left open and partially because it smells horrible. To activate the talen, the wolf-blood’s player makes
the standard roll. If successful, the wolf-blood receives a +2 modifier to any rolls involving scent for the next hour.
Action: Instant

Wolfsbane (talen)
Human legend ascribes many properties to this plant, the ability to repel or “cure” werewolves among them. This isn’t true, of course, but
properly prepared, wolfsbane can force a werewolf into human form. The user simply blows the dust of the plant into the target’s face. Doing so
successfully can be handled like touching an opponent, with Dexterity + Brawl (see the World of Darkness Rulebook, p. 157). A victim changes
to Hishu form immediately unless a successful, reflexive Stamina + Composure roll is made for him. A target in the throes of Death Rage cannot
be brought under control with wolfsbane. He remains in Gauru form. A wolf-spirit empowers this talen.
Action: Instant

Wound-Binders (Talen)
This talen comes as a collection of potent herbs wrapped tightly in several layers of gauze bandage.
With activation, a werewolf slaps it on a lethal wound she has received while it’s still fresh. The woundbinder sticks and, temporarily, makes the

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wound completely ignorable. It is just as though the werewolf had spent a point of Essence to heal the wound — the player erases the rightmost
lethal wound on her wound track, but keeps track of it. At the end of the scene, any wounds treated with wound-binders reappear, making them
potentially dangerous to use.
She cannot choose to end the talen’s effect early or heal the lethal wound with regeneration until the effect does end. There is no limit to the
number of wound-binders a werewolf can use on herself at once.
Action: Reflexive

Fetishes

Level 1 Fetishes
Alert-Me (•)
The alert-me is a short rod of something with a little bit of flexibility. Nature-oriented Uratha make them out of vegetation or stiff leather while
more modern werewolves might use rubber or plastic. Once attuned to the object, a werewolf activates and wears it while putting off sleep. The
alert-me strengthens the character against fatigue, adding a +2 bonus to four Stamina + Resolve rolls to stay awake. During this time, the fetish
visibly wilts more and more until it’s no stiffer than a wet noodle.
Werewolves recharge this fetish by sleeping an additional hour past a full night’s rest. With each hour, the alert-me regains the ability to aid one
Stamina + Resolve roll and a little more stiffness. Alertmes are powered by spirits of nocturnal animals.
Action: Reflexive

Ayat (•)
The Ayat is a single holy verse from the Qu’ran written on a scroll, scrawled on a block of wood or even penned on a slip of paper and worn
around the neck. This fetish grants a werewolf clarity of sight. When the fetish is activated, +2 dice is granted to all sight-related tracking rolls.
Lasts for one hour, can be used once per day.

Blessing in Vigor (•)


Children of all species operate in short bursts of energy that their elders find dizzying. A werewolf who binds a cub-spirit into a fetish can
benefit from this energy. Upon activation, a Cub’s Vigor fetish grants a +2 modifier on any Physical-Attribute-based action. The next turn,
however, the energy wears off and the werewolf suffers a –2 modifier to all Physical Attribute-based rolls made for that turn. (That includes any
Stamina rolls made reflexively as contested actions.) This fetish can be used only once per scene.
Action: Reflexive

Blood Rosary (•) Lodge of the Savior


Rosaries are used in prayer and penance, as foci for faith in religious observance. The Uratha of the Lodge of the Savior have created a useful
fetish along the same themes, called the Blood Rosary. It is made by the werewolf himself, creating the beads and the cross from wood, and,
although many of these fetishes are crudely made, they still function adequately. Once the beads and the cross are strung together, the rosary is
left in a bowl of the werewolf’s own blood for an hour, while the Fetish Rite is performed (by a senior Redeemer, if the crafter does not have the
ability) and a blood-spirit is bound into the item. Blood Rosaries are given as gifts to religious wolfblooded or other valued mortals. Though the
fetish itself has little obvious use beyond its sentimental value, the owner of the rosary is protected by the blood-spirit within, and becomes
extremely resistant to sickness as long as the rosary is used in Christian prayer at least once a week.
The owner adds +3 on any rolls to resist contracting illnesses of supernatural origin (including the Numina of disease-spirits) as long as he has
used the rosary within the last seven days.
Action: Reflexive

Breath of Agony (•)


Few Ninna Farakh ever stoop to using firearms. Even the Predator Kings who dwell within the cities are often sickened by the inelegance of
modern weapons, and see killing with such a weapon as a coward’s attack. And yet some among the tribe recognize the utility of bringing down
prey from a distance, and wish to do so without breaking their tribal ban further. To do this, many Predator Kings use weapons considered
primitive by most humans and even by many Uratha, such as thrown javelins, spears and blow darts.
The Breath of Agony is one such fetish, used for its subtlety as well as its efficiency, for the fetish pains its victims and stops them from
escaping, but rarely injures them permanently. The slender tube is approximately eight inches in length and always hand-carved, often with
minute glyphs and runic symbols along the rounded sides. A spirit of poison, disease or pain is bound within the pipe, which causes all darts
blown to inflict incredibly painful stomach cramps and muscle spasms in a victim. These weapons are most often used to weaken and slow an
opponent who is attempting to flee the vengeance of the Ninna Farakh.
The attack roll is the fetish user’s Strength + Athletics, and the weapon remains active for the rest of the scene once the spirit is awakened. Any
successful hits only do three dice of bashing damage, but they double the victim’s wound penalties for three turns. Multiple darts do additional
damage, but the pain effects do not stack.
Action: Reflexive

Charge breaker (•)


Many Predator King fetishes are created to be used by werewolves in both Hishu and Urhan forms, taking the form of branches or stones
clenched in jaws or hands, or loose necklaces around throats. One such fetish is the Chargebreaker, a polished, fist-sized rock decorated with
glyph carvings and bound with a spirit of entropy or decay.
When the fetish is activated, the bearer can short out any electrical device within his line of sight. Chargebreaker does not damage the target,
merely aggravating the electrical- spirit within the target, rendering it temporarily useless.
The disruption lasts for three seconds (one game turn) at which point the affected item may need to be restarted or turned back on (in the case of
computers, PDAs, cell phones, etc.) The fetish can only be used once a week before the spirit within must rest. Activating a Chargebreaker more

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than once a week allows the use of the fetish’s power a second time, but results in the destruction of the item as it crumbles to dust in the bearer’s
hand after it has functioned.
Action: Instant

Cult Talisman (•) Cult of Bones


The smallest and most basic of the Cult of Bones’ various relics, this talisman appears to be a small shard of bone with a carefully etched glyph
picked out on it. The talisman may be worn on a thong around the neck or incorporated into another adornment such as a wristband or earring.
Activating the cult talisman grants the user a measure of serenity as she feels the presence of her cult’s faith; she gains two dice to her next
Resolve or Composure roll. This fetish can be used only once per scene. The Cult of Bones tends to invest these talismans with spirits of wolves
or weak ancestor-spirits.
Action: Reflexive
[Note: This fetish can be modified to serve as a basic talisman for almost any lodge that operates on some principle of faith. For example, a cult
talisman of the Lodge of Prophecy might be imbued with a spirit of vision or hope, while a cult talisman of the Lodge of the Savior might take the
form of a crucifix imbued with a spirit of charity.]

Cup of Life (•)


Although the appearance of this fetish has changed over the centuries, it is always some form of container for liquid. Long ago, a chalice was
popular for the imagery. Today, canteens and thermoses predominate, mostly because they can be sealed. The container is not meant to hold water
(although it can). It is intended to hold Essence, safe and fresh for later use. Any character who can spend Essence can spend it into a Cup of Life
for later use, and a character who can draw Essence from a locus can instead channel that Essence into a Cup.
Entities (generally spirits and werewolves) draw Essence from a Cup of Life through the same method that they draw Essence from a locus,
except the action isn’t limited to one attempt per day. Cups of Life fetishes are considered valuable resources by all who use Essence, and they
come in different strengths (• to •••••). A Cup can contain a maximum of three Essence points per dot. Werewolves bind hoarding spirits, such as
those of magpies or squirrels, into these fetishes.
Action: Instant

Eyes of the Unproven (•) Lodge of the Fallen Idol


This fetish is a thin gauze strip, fashioned as a blindfold. It is light white or gray, but otherwise completely undecorated and unremarkable.
When the Eyes are tied around the Uratha’s head, the character’s vision is attuned to the presence of faith of an area or person for the duration of
the scene. Surreptitious Uratha will sometimes hide the fact that they are wearing the Eyes by wearing large sunglasses or wide-brimmed hats.
While the Eyes active, the player can make an Intelligence + Occult roll for his character to detect faith within an area. This is an instant action.
Success allows the werewolf to see the presence of faith — defined as a belief in unproven (and probably unprovable) supernatural or
otherworldly metaphysical answers — as white clouds or smoke; the thickness of this smoke determines the strength of faith.
For example, an agnostic might have thin wispy streaks surrounding his body, while a devout rabbi might be almost impossible to see beneath
the impenetrable cloud covering him. The halls of a church abandoned decades ago might still have tangible haze everywhere, while a place of
worship created as a tax write-off with by undevout “followers” would show as practically nothing.
Given the nature of the World of Darkness, belief in that which has been proven to the viewer is not faith; for example, someone who thinks
werewolves are real even though he has never (knowingly) encountered one would have tangible smoke surrounding him, while nothing would
be visible about a human who has a Uratha friend about whom he knows the truth.
This fetish doesn’t tell the viewer anything else about the nature of the belief, or any other information other than the presence and intensity.
Action: Instant

Farseer (•)
Most Farseers don’t look like much: two pieces of broken mirror, one much larger than the other. Their lack of decoration doesn’t mean they’re
not useful: activating the fetish and focusing on the larger mirror, a werewolf can see the area around the smaller one as if looking from about
five yards overhead. Many Elodoth use Farseers, though not often; using it is a sign that the werewolf doesn’t trust his target. Often, that’s
justified. To other Elodoth, justification is no excuse. Sitting in judgment over other werewolves isn’t an easy task, and a Half Moon needs other
Uratha to trust him; something they have a harder time doing if they suspect he’s going to spy on them. Focusing on the image requires the user’s
full concentration, and he forfeits his Defense against any attacks if in combat. Some Elodoth bind spirits of vigilance into their Farseers, while
others bind spirits of animals noted for their stealth. Some Iron Masters and Ghost Wolves go so far as to use the spirits of security cameras. The
werewolf must convince the spirit to enter the mirror and then smash it, keeping hold of the largest fragment, and another at least an inch across.
Planting the smaller shard on an unsuspecting target may require a Dexterity + Larceny roll to remain undetected.
Action: Instant

The Four of us (•)


This simple figurine of four people standing back-toback was developed by a Ghost Wolf Irraka who didn’t have anyone to “get his back.”
When activated, it gives one person the Irraka is speaking to the vague impression that three others in the area might be the Uratha’s allies via
mistaken visual cues and tricks of the light. In a crowded café, it may give the target the idea that three other patrons are the Irraka’s friends. In a
darkened area, the target may believe that three figures are moving in the shadows. This gives the Irraka +2 on all Intimidation rolls for the scene.
A fear- or trickery-spirit is necessary to empower this fetish.
Durability 1 (reinforced to 2), Size 0, Structure 2
Action: Instant

FourFaces(•)
What this fetish lacks in power it makes up for in versatility over the course of a year. Many experienced Hunters in Darkness craft the fetish as
a gift to those who join the Lodge of Seasons. The Fourfaces fetish is meant to remind the younger werewolf of the tenets of Harmony.

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It looks like a small wolf’s head with four faces representing the four seasons. When activated, this fetish adds one die to a skill roll, based on
the Season. In summer it adds to Brawl; in the fall, it adds to Empathy; in winter, to Medicine; and in spring, to Awareness. The effect lasts for
one turn per success on the activation roll.
Durability 1 (reinforced to 2), Size 0, Structure 2
Action: Instant

Gruel Pot (•)


An uninspired version of an old British myth, the Gruel Pot is nevertheless a useful survival aid for a werewolf trapped somewhere without the
chance to hunt in the wilds or buy food in a city. A spirit of gluttony or necessity is bound into a ceramic mug or a metal saucepan, and when
activated, the fetish container will fill with a bland and lukewarm porridge.
The food is enough to fight off hunger, but certainly isn’t big on taste. The Elodoth historian that first created a Gruel Pot was said to be
disappointed that it didn’t turn out quite like the “Cauldron of Plenty” he’d been hoping for.
Action: Instant

Hero’s Blood (•)


This simple fetish is a small vial of blood collected from an Uratha who died bravely in battle. Glyphs of heroism are etched into the glass, and
the whole thing is usually attached to a leather thong so the fetish can be worn around the neck or a wrist.
A spirit of valor is bound into the blood, which has the additional side effect of causing the owner’s heart rate to accelerate slightly when he
holds the fetish. Whenever the character enters Death Rage and would suffer the effects of a fox-ridden Rage, he may spend a point of Essence to
instead go into berserker frenzy.
Action: Reflexive

Hummingbird's Heart (•)


This fetish’s combat potential makes it a favorite of the Rahu. Most Uratha fashion this into a necklace with two male hummingbirds locked in
combat, their beaks crossed. Upon activation, the Uratha’s metabolism increases, adding +2 to Speed and Defense for two turns.
Within an hour of activation, the Uratha must eat a huge meal with emphasis on sugar and protein (roughly two to three pounds of food) or
crash, suffering a –2 to all Physical activity for 12 hours. A hummingbird-spirit is used to power this fetish.
Durability 2 (reinforced to 3), Size 0, Structure 3
Action: Instant

Iron Tongue (•)


Many Iron Masters create fetishes that help them use tools. The Iron Tongue is a common fetish among the tribe, and many werewolves make
one for packmates who have a hard time with technology.
A truck lightbulb threaded onto a necklace, this fetish allows the werewolf to talk to the spirit of the machine. She can ask the spirit to cut her
some slack and help her out. Simple objects with no moving parts find it hard to comply with most requests — unless the werewolf asks a knife
to be a bit sharper, there’s not much it can do for him. Devices with moving parts work best, though the werewolf cannot cajole a device that
relies on electrical or chemical energy. She could cajole a crossbow to hit her target, but a rifle wouldn’t listen. Activating the fetish allows the
werewolf to plead with one object, effectively allowing her to improve its disposition to her with a standard Presence + Persuasion roll. A success
when asking the object to “work better” improves the equipment modifier of the object by +1; other entreaties should be handled on a case-by-
case basis — asking a wagon with a wrecked axle to keep going until the next garage is one thing, but “just keep going” will buy you five
minutes running on splinters at best.
Spirits of community are the most popular choice to power this fetish, though plover-spirits also work.
Action: Instant

Kanruth's Eye (•)


First developed by the revered Elodoth of the same name, this ring is always adorned with an eye-shaped stone. When activated, it adds +2 to all
Wits rolls for the next minute; it can be used once per scene. A cat-spirit empowers this fetish.
Durability 1 (reinforced to 2), Size 0, Structure 2
Action: Instant

Knothole (•)
When cupped in one hand and held steady on a solid surface, this pine knothole allows an Uratha to see through up to one foot of material. This
effect lasts for two turns (six seconds) — long enough to get an idea what’s on the other side of a door or bank vault, but it cannot be used to see
through the Gauntlet. This effect does not provide illumination. This fetish is made from a small pine knot that has been hollowed out. It can be
powered by any spirit of the Tool Choir. A fetish knothole can be used once per scene.
Action: Instant in each turn in which it’s used

Man’s Best Friend (•)


This fetish — a favorite among certain Irraka and urban-dwelling werewolves — is made from binding a spirit of deception or lies into the skull
of a dog. The skull itself is marked with the glyph for “surrender” and is threaded onto a metal necklace to be worn around the neck of the bearer
in Urhan form. When activated, Man’s Best Friend convinces all mortal onlookers (but not Uratha or mortal characters with the Wolf-Blooded
Merit) that the wolf they see is in fact a large dog of an unthreatening breed. The deception lasts for an entire scene, and although the deception
conceals any trinkets or fetishes on the werewolf’s body, it doesn’t change the werewolf’s cleanliness or hide any injuries. For example, a dirty,
mangy wolf will appear as a filthy, mangy dog without a collar (which would more than like warrant a call to the relevant authorities anyway).
However, for the careful werewolves who possess this fetish, it is one of the more useful tools in making sure The Herd Must Not Know.
The masking effects of the fetish can only conceal a werewolf’s Urhan form and has no power to disguise the Urshul or Gauru forms. Also, it

11
should be noted that if the character uses Gifts or behaves strangely in public, she might still draw attention to herself and even inspire Lunacy if
she demonstrates blatant supernatural powers.
Action: Instant

Marriage Brooch (•)


In the press of the cities, when the Forsaken must often defend small hunting grounds against intrusion, it has been known that sometimes
battles come at the wrong times. Wolfblooded relatives can be caught in the middle of conflict, and a werewolf can’t always rely on his tracking
skills to find his kin. This fetish takes the form of a brooch, crafted from metal wire (usually copper and iron) and bound with a Lune of any
choir. It is understandably difficult to persuade a Lune to enter a fetish, and because of the fetishes’ rarity, Marriage Brooches are often given to
beloved spouses as wedding gifts. Traditionally, the wolf-blooded character sleeps with the fetish under her pillow for at least four nights every
week, though she gives the fetish back to her Uratha relative when she awakes. With the fetish in his possession, the werewolf adds +3 to any
Tracking rolls to find the wolf-blooded kin when it is activated.
Action: Instant

Memory Clout (•)


Folklore has it that a belligerent Cahalith from Appalachia developed this staff-sized fetish due to his frustration with the rest of his pack. The
owner activates it by soundly clouting the target on the back of the head, giving the subject +4 to all rolls involving remember something that
happened in the past (Intelligence), or relate an anecdote (Oratory). The user must do at least 1 point of bashing damage for it to activate — no
pain, no gain. The Memory Clout may not affect more than one creature at a time, and the bonuses last for one minute per success. A
mockingbird-spirit powers this fetish.
Durability 2 (reinforced to 3), Size 3, Structure 6, Damage 2 (B)
Action: Reflexive

Mother Bog’s Net (•)


This is a small net woven of vine, swamp grasses and light-gauge wire for strength. When activated, it hurls a web of “slow Essence” out over
the werewolf’s enemies. Up to three enemies, all within the same general direction and about 20 feet, can be targeted at once. They resist the
activation roll with Resolve + Primal Urge. Those who achieve successes equal to or fewer than the Harmony roll their Speed as half normal on
their next actions. This can only be used once per scene, and requires a point of Essence to charge. The spirits that empower this fetish,
commonly of spiders, swamps or mud, turn that point of Essence into the effect.
Action: Instant

Nona’s Blessing (•)


Named for a lesser-known Roman goddess of pregnancy, the Blessing is a small pebble (of any type of stone) that is cleaned thoroughly, ritually
bathed in pure water for 24 hours, and then bound with a hope- or joy-spirit.
The Blessing is worn in the woman’s navel during sex, and almost guarantees the chance of conception between a male naturally able to sire
children and a female naturally able to bear them. Children conceived with Nona’s Blessing are said to be more likely to become Uratha in life,
though this has never been proven. The fetish is considered active at all times it is worn in the navel, with no roll necessary.
Action: Reflexive

Poinsoner's Pen (•)


The Lodge of Crows sometimes provides its new members with a Poisoner’s Pen. While a fountain pen is the preferred form, any small
handheld object can function like this fetish. Once activated, it supernaturally injects a poison, drug or similar fluid into the next person.
The poison must be contained in some reservoir within the object — the object does not create the poison — although it needs no mundane
means of egress. A mosquitospirit empowers this fetish.
Durability 2 (Reinforced to 3), Size 0, Structure 3
Action: Reflexive

Protective Charm (•)


This fetish goes by many names — ward, talisman, luck charm, etc. The form varies, but it is always something that the werewolf can wear,
usually on a necklace. Protective charms are common among the Bone Shadows, and Fetish-Crafters often use such charms as currency with
other tribes, since they aren’t complicated to make. Upon activation, a protective charm can do one of the following:
• Add 3 to the characters Initiative
• Add 1 to the Character’s Defense for a number of turns equal to the successes on the activation roll (if the player spends a point of Essence to
activate the fetish, the effect persists for a number of turns equal to the character’s Primal Urge)
• Add 1 to a Social dice pool for dealing with a spirit
• Grant 9-again on a single roll (this requires the expenditure of one point of Essence)
A given charm has only one of these effects; the player can’t choose a different effect each time the charm is used.
A wide variety of spirits can be used to power protective charms. Cat-spirits and wolf-spirits are common choices.
Action: Reflexive

Rallying Drum (•) Lodge of Thunder


This drum is fashioned to resemble the drums sometimes carried by the Duke of Thunder, and is typically decorated with patterns of blacks, reds
or yellows. The Rallying Drum is a fetish of leadership, designed to lend extra weight to a speaker’s words.
The werewolf activates the fetish while drumming out a building rhythm, and rolls Dexterity + Expression. For each success on this roll, he
gains a bonus die to the next Expression, Persuasion or Intimidation check made to inspire or lead. This bonus may not apply to speeches or
arguments made against the spirit of the lodge; the bonus might apply to a Persuasion check made to convince another pack to set aside an old

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grudge for the good of the Forsaken, but the bonus would not apply to a Persuasion check made to seduce an attractive young wolf-blood. If the
werewolf does not make an appropriate Expression, Persuasion or Intimidation check before the end of the scene, the fetish’s bonus is lost.
Action: Instant

The Serenity of Battle (•)


A Blood Talon’s calm amidst the chaos of battle sets her apart from most other warriors. This fetish reminds her of this essential truth, “The din
of battle is a calming song.” It most often formed from a brass bell, without a clapper. Activating this fetish adds +2 to all Composure rolls during
a fight. The effect lasts for one turn per success on the activation roll; the fetish is powered by a snake-spirit.
Durability 2 (reinforced to 3), Size 0, Structure 3
Action: Reflexive

Shadow Jacket (•)


A minor but useful tool, Shadow Jackets are valued by many Uratha involved in stealthy urban-based guerrilla warfare. The fetish is a dark coat
(of any style) with a darkness-, night- or shadow-spirit bound within. When activated, the wearer adds +1 to all rolls involving Stealth for the rest
of the scene, whether they refer to sight, sound or smell. The main disadvantage to the fetish is that it cannot be activated during the day, and fails
to function if an attempt is made.
Action: Reflexive

Shrill Skull(•)
This fetish is designed to ward off baleful spirits, making it extremely useful to uragarum strong enough to use it. To create this fetish, a
werewolf must bind the spirit of a watchful and preferably loud animal into a chunk of bone (usually an animal’s skull, though any bone works
equally well). Spirits of rabbits, cats and loons have all been used in Shrill Skulls. To activate the fetish, the uragarum must be afraid for her
immediate safety. Strong fear enacts the spirit’s ban — some spirits also require the user to scream in fear, tap on the skull rapidly or back into a
corner — and, in response, the spirit emits a loud, piercing shriek, which temporarily drives away any other spirit in the area. Roll each offending
spirit’s Resistance in a contested roll against the activation successes for the fetish. If the wolf-blood wins, the spirit flees in pain from the terrible
sound. If the spirit wins, it resists the shriek and may act normally. In either case, any werewolf with a number of miles equal to the activation
successes has a chance to hear the shriek. Roll the werewolf’s Wits + Occult (+2 for Irraka, +2 if the Uratha is in the Hisil at the time). If the roll
succeeds, the werewolf hears the spiritual shriek and can follow the sound.

Sirenhowl (•)
Howling in the city is dangerous — it alerts the Herd to the presence of wolves, and that typically brings attention of the wrong sort. Also, any
of the werewolf’s enemies or rivals can use a howl to pinpoint his location. But for all that, sometimes a wolf must howl, and so the Hunters in
Darkness sometimes craft Sirenhowls to mask their cries. A Sirenhowl usually takes the form of a necklace with a piece of red or blue plastic on
it. When the Sirenhowl is activated, only the werewolf’s pack hears his howl for what it truly is. Any other listener hears a siren’s wail. The fetish
must be re-activated for each howl. A mockingbird-spirit can be used to create this fetish, but urban spirits of warning (which often follow
ambulances and police cars) are a more popular and appropriate choice.
Action: Instant

Skeleton Key (•)


No padlock or deadbolt is safe from a New Moon wielding one of these insidious fetishes. Often taking the form of an old-fashioned brass or
iron key, successful activation of the skeleton key enables the spirit within it to open any fully mechanical lock, from the tumbler lock on a
house’s front door, to an old combination safe, to a simple hooked latch. This causes no damage to the lock and, when the werewolf is finished,
he may reactive the fetish to secure the lock once more, leaving no physical evidence of his tampering.
This fetish is empowered by a spirit of openings or one noted for its craftiness and manual dexterity (monkey, otter, or raccoon, for example).
Some Uratha are believed to possess more potent versions of the skeleton key (three or more dots of the Fetish Merit), capable of bypassing even
electronic locks without leaving a trace.
Action: Instant

Skullbird (•)
This fetish is a small bird’s skull hung from a cord and placed around the neck. Once the fetish is activated, a werewolf can mimic one sound
from one animal convincingly, be it a lion’s roar, falcon’s screech or a whale’s keening. A mockingbird-spirit is used to create this item.
Action: Reflexive

Spirit Drum (•)


This fetish, a small hand-held drum, placates and placates and numbs any spirits in the area, making them more receptive to werewolves. When
beaten consistently throughout interaction with a spirit, the Spirit Drum grants a +2 modifier to all friendly Social rolls made toward spirits. The
drum has no effect on ghosts (see the World of Darkness Rulebook, p. 208). Any spirit can be bound into a Spirit Drum.
Action: Instant in each turn in which the drum is beaten

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Spirit Wings (•)
A favorite fetish of Irraka, this item usually takes the form of a small, sturdy feather or a piece of clay fashioned into the shape of a pair of
wings. With a successful activation roll, the werewolf may fall up to 10 feet without making a sound, no matter what he lands on, or he may float
10 feet through the air in a straight line (not more than six inches off the ground). It doesn’t afford any protection if one lands on broken glass, it
just deadens the “crunch.” Nor does the fetish silence any yelp of pain. Obviously, this fetish has little application for travel, although its stealth
benefits are immense. Any bird-spirit can participate in the creation of this fetish. The item can be used only once per scene and a maximum of
three times a day. Floating 10 feet constitutes moving a character’s Speed in a turn. To float 10 feet and then travel Speed in distance counts as an
instant action.
Action: Reflexive

Spirit’s Dream (• To •••••)


Some fetishes are created not for battle or even with a particular beneficial use in mind. Some are created purely out of curiosity, and any
potential uses for the items are discovered after the tool is completed. A Spirit’s Dream is one such fetish, made by the Storm Lords of the Lodge
of the Final Winter and then spread among the rest of the tribe — even to Irraka and Ithaeur of other tribes, who may sometimes find the tool has
some fascinating applications. A dream-spirit (not always easy prey in itself) is bound into a piece of clear stone, such as quartz or crystal or
diamond. The fetish can be created with a shard of glass, though it is notoriously difficult to persuade a dream-spirit to enter such an item.
A Spirit’s Dream is activated by a werewolf within arm’s reach of a spirit in Slumber, or otherwise inert, such as shackled by a rite or bound
within a fetish. The spirit cannot be resisting (or even mobile) in any way, or the fetish will fail to function. Once activated, it allows the
werewolf to experience several moments of the spirit’s own dreams. The duration is based on the power of the fetish, with each dot allowing a
further 30 seconds of perception, during which the Uratha sees the dreams as though she were seeing through the spirit’s eyes. The fetish’s rating
also determines the rank of the spirit that the fetish-user is able to ‘pry into,’ with one-dot Spirit’s Dreams allowing a werewolf only to see into
the lowest-ranked spirits, and five-dot fetishes seeing into the dreams of Rank 5 spirits.
A spirit’s dreams are not the dreams of a mortal. A werewolf is likely to look into the very essence of the spirit’s concept, reliving moments
where the spirit has acted out its core nature or important moments in the spirit’s existence such as when it devoured other spirits and grew
stronger. For some packs, this can be a fascinating look into the psyche of a Shadow-being. For others, it can be an insidious way of learning
about a type of spirit, or exploiting a particular spirit’s ban.
Action: Instant

Splinter Key (•)


This metal splinter, which may be sheared from cut steel or be a sliver from a busted cable, functions as a starter key for any automobile. The
werewolf inserts the splinter into the ignition and activates the fetish, and the car starts. The trick is that the car will only run for a half-hour, at
which point the fetish must be reactivated anew to restart the vehicle. Other more powerful versions of this fetish exist, with approximately one
hour of use added per Merit point bought. An electricity-spirit is used to create this fetish.
Action: Instant

Staff of the Twice-Born (•) Kshatriya Lodge


Most members carry a Kshatriya staff with them at all times. The staff itself should be made of hearty wood, and stand no taller than the creator’s
shoulder (in Hishu form). Similar to the Kshatriyas themselves, their staves tend to be strong and sturdy, hard to deflect and harder to break.
Bound within the wood is the spirit of the type of tree from which the wood was cut. When a werewolf changes, the staff becomes a dark line of
scar tissue around one of the wrists or circumnavigates a paw.
When activated, the Staff of the Twice-Born grants the wielder +3 dice when resisting any attacks capable of Knockdown, Knockout or Stun
effects (see pp. 167–168, World of Darkness Rulebook). These dice are not applied to the wielder’s Defense or any kind of Dodge; if the attacker
is successful, the hit lands and appropriate damage is still applied. The fetish-wielder gets dice to resist the three effects mentioned above. In the
case of Stun, the attack must incur damage equal or exceeding the fetish-wielder’s Size +3. In an instance of Knockout, the wielder gets +3 to his
Stamina roll to resist unconsciousness, and with Knockdown, the wielder can add +3 to his Dexterity + Athletics roll to maintain his footing. The
effects of activation last for one scene.
The staff has the following combat stats: Damage three bashing damage, Size 4, Cost n/a and, because it is a polearm with superior reach, the
fetish grants the wielder a +1 Defense due to the distance kept from a foe. The Staff of the Twice-Born has a Durability of 2 and a Structure of 6.
Action: Reflexive

Stone thrower (•)


The stonethrower is a smooth jade ring engraved with a single line, constantly looping the band, that eventually connects with itself. Bull-spirits
and feather-spirits both empower this fetish. When activated, it reduces the effective Size of a stone (or mostly stone) object by one for the
purpose of throwing it. This can be activated twice per scene.
Action: Reflexive

Storm Rune (• To •••••)


”When ol’ Ragnar tells you his hammer cracked a mountain, you better believe what he says. A hammer that splits a mountain in two would
make short work of your skull, boy.”
— Ragnar the Red, Storm Lord Rahu, 902 ce
Much like the rest of the weapons of the Forsaken, Storm Lord weapons come in two types: plain and useful, or ornate and useful. When your
life is given over to fighting a war every night, no werewolf would make a pretty blade with no use whatsoever on the battlefield. Instead,
beautiful or hideous, every Forsaken weapon has a use. Some lament the weapons’ lack of craftsmanship, though, and some Storm Lords turn to a
traditional method of making their weapons a little less uninspired-looking. Storm Runes are the Iminir’s way of putting even plain and
uninspiring weapons a little closer to the realm of the ornate. The Storm Rune is also the fetish largely responsible for some of the tribe’s most
famous weapons: the Jarlhammer of Ragnar the Red and Ellen Ragnarsdottir, the saber of Al Altan and so on.

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A Storm Rune is an enhancement to an existing weapon (fetish or otherwise) whereby the creator etches a stylized lightning bolt into the
weapon’s surface. These symbols are not the simple zig-zags of a child’s drawing but a stylized representation often reflecting ancient cultural art
or a personal vision of the essence and power contained within a storm’s rage. In some cases, it might be a long spiral from a blade’s hilt to tip. In
others, a short poem about the fury of the heavens, written in tiny, delicate script along the length of a staff. Sometimes, of course, a bolt of
lightning is just a bolt of lightning, but these are seen as the creator lacking imagination as well as talent. Utilitarian, yes. Worthy of respect, no.
Each Storm Rune inscribed upon a fetish weapon makes the fetish one dot more expensive, up to a maximum of five dots (a one-dot weapon
with four Storm Runes). Each Storm Rune can either add +1 Strength to the attack roll on the turn the fetish is activated, or the Rune subtracts
one from the foe’s Defense on the turn following a successful attack. The effect must be chosen at the time of purchasing Storm Rune, but a
weapon can feature a mix of these effects. (A five-dot Rune-inscribed weapon could grant +3 to Strength on the attack roll when activated, then
also subtract –2 from the foe’s Defense on the subsequent turn if the attack roll was successful.)
A spirit of lightning, storms or thunder is bound into these runes.
Action: Instant

Sunshield (•)
Sunshields are small, circular patches of black silk with a short fringe. Silver thread makes the faint shape of a crescent moon on the black
circle. Invoking the sunshield requires a werewolf to hold it tightly in one hand. One who really needs its benefit presses it against her heart.
Once activated, the sunshield negates any penalty to stepping or looking across the Gauntlet caused by daytime. Lunes and Shadow-spirits power
this fetish, which works for the next three turns and only once per day.
Action: Reflexive

Triumph Rune (••) Lodge of Garm


Carved or branded onto the skin, these runes are the signs that a werewolf has come up against the worst horrors from the Shadow and lived to
tell the tale. If the unopposed threat would have ravaged the hunting ground in a matter of days or killed the entire pack without the Garmir’s
presence, only then may he take a Triumph Rune to show his victory over the enemy. Lesser foes might warrant runic scars, but Triumph Runes
are like no other ritual symbols. They consist of three runes, entwined at the tips. These detail the type of creature overcome, the werewolf’s own
name and whether the creature was destroyed or simply beaten from the territory. There is no lessening of the honor if a creature is simply
defeated and not killed, for it is the result of the battle that counts. Garmir bear these runes with pride, and the most popular locations for the
symbols are the forearms and the nape of the neck.
When activated, the runes bleed as though they had just been cut into the flesh. The Rage-spirit within exults at this bloodletting, creating an
aura of heightened fear and tension around the werewolf. The character gains a +1 bonus to Defense against all opponents in hand-to-hand
combat as they suffer the effects of intense wariness and fear. Opponents can resist this effect with a Composure + Primal Urge roll. The Defense
bonus effects of multiple Triumph Runes do not stack.
Action: Reflexive

War Maps (•)


War maps (or cartes de guerre) were crucial during the war. Movements needed to be precise, whether invading a small French hamlet or
attacking those invaders. These fetish maps are dusty, torn up and beaten all to hell — but the lodge still uses them to plot their movements within
the Shadow, as well as to track spirits. On a successful activation, a werewolf can name a single spirit, and if the spirit is in the region demarcated
by the map, the map will show the spirit’s exact location. This location is indicated by a small, smoldering burn hole in the map — it glows red as
wisps of sulfurous match smoke drift upward.
(The burn hole doesn’t remain, and the map fixes itself after two minutes.) The maps are born from any kind of air elemental (specifically wind-
spirits, as they can get high enough in the Shadow to look downward upon a region indicated by a given map). This fetish only works in the
Shadow — though stronger versions (•••) are said to exist that work in the physical world, helping users to pinpoint the location of manifested
spirits as well as the Ridden.

Fetishes Level 2

Backbiter(••)
The first Backbiter was a silenced TT-33 automatic pistol, an assassin’s tool used in the Soviet Bloc to silence 11 people that then turned on its
former owner. She vowed that she would have her revenge, and when an Iron Master offered her the chance to get even, she agreed. Bound to the
pistol, she served him well. That Backbiter killed far more people after that, and eventually slew the ghost’s betrayer — though that didn’t sate
her lust for treachery and revenge. Backbiters are always made from automatic pistols, usually ones used in betrayals. The bullets from an
activated Backbiter don’t do any more damage — the fetish isn’t intended for a fair fight. Instead, the bullets transform inside the victim,
morphing into small venomous snakes and scorpions that crawl from the bullet holes. These creatures may sting or bite, but as they used to be the
bullets, their transformation removed forensic evidence. The fetish has the characteristics of a silenced automatic pistol. Some werewolves bind
spirits of treachery and vengeance to make a Backbiter, though cold war veterans know that spirit-bound weapons are but pale imitations of the
original. They seek out the ghosts of those silenced before their time, offering them a chance for revenge.
Action: Reflexive

Badge of Honor (••)


Werewolves know that Elodoth hold to tenets of honor, but humans remain ignorant of the renown handed down to werewolves. Often, this is a
blessing — allowing a pack of werewolves to hide in human skins. Other times, it’s a punishment, as the Uratha cannot fall back on his
reputation as a judge or diplomat when dealing with normal people. Humans may know him as fair (or as a shady bastard), but they’ll never
know the depth of his honor. The Badge of Honor is a small trinket, a stone or disc of metal painted with glyphs depicting the werewolf’s deeds.
She must convince a spirit of honor or nobility to inhabit the badge — one of the Elunim would be far too fickle for a relatively delicate fetish.
Activating the Badge gives her a pool of points equal to her Honor Renown. Spending a point provides a +1 modifier to all Empathy, Persuasion,

15
and Socialize rolls for the rest of the scene when dealing with normal humans. Her player can spend as many points on one roll as she likes, but
the fetish can only be activated once per day and any points left in the pool at the end of the day are lost.
Action: Instant

Bad Penny (••) Lodge of Mammon


Ironically, this fetish of greed is designed not to be coveted, but to be given away. A Mammonite might include a Bad Penny as part of a tip for
services rendered, slip the fetish into a target’s pocket with a bit of deft sleight of hand or even leave the fetish lying on a stoop or sidewalk for
someone to find. A Bad Penny might take the form of any sort of coin, from an old doubloon or drachma to a wheat penny or buffalo nickel or
even a shiny bright quarter or euro. When made of precious metal or newer coins, these fetishes tend to be brightly polished and eye-catching;
those made from antique coins are more likely to be tarnished enough to dispel any suspicions of counterfeiting, at least to the casual observer.
Once activated, the Bad Penny will remain so until it is deliberately thrown away. It emanates an aura that attracts and strengthens greed-spirits.
Any Essence the bearer may generate is laced with greed resonance, and greed-spirits gain 2 extra dice to use any Numina or Influences to affect
the bearer. The person who “finds” a Bad Penny is a clear and obvious target for being Urged, and the spirits are unlikely to let her get rid of the
fetish unless she gives it freely to someone else, thus further spreading the influence of Mammon. Naturally, a greed-spirit is bound inside this
fetish.
Action: Reflexive

Blunter (••)
Thick leather armbands, blunters often have flat bits of metal or wood tied to them. When struck by an attack that inflicts lethal damage, the
werewolf can activate a blunter to change one point of damage per success from lethal into bashing. This only works once per scene. Spirits of
geckos, as well as more modern spirits such as those of tires and Kevlar, power this fetish, which requires a point of Essence to use.
Action: Reflexive

Boundary Markers (••)


The Predator Kings are viciously adept at guarding their hunting grounds, and most packs make damn sure other werewolves know when
they’re treading on Ninna Farakh territory. In addition to marking the edges of their hunting grounds, some packs also employ this fetish to warn
them when their protectorate is breached by intruders.
A spirit of rage or bitterness is bound within the skull of a slain human or werewolf, and buried upside down by the border of a hunting ground.
The skull remains inert until another werewolf (of any faction or tribe) treads on the ground above or walks anywhere within 100 feet of the
buried fetish. When the spirit detects an intruder – and the spirit only detects werewolves, not spirits or shartha — the skull lets out a pained
shriek across the Shadow.
Any of the pack in the Shadow Realm hears the cry as muffled shrieking, and can respond accordingly. If the pack has several such Boundary
Markers, the packmembers instinctively know which one is sounding the cry and can sense its direction. Werewolves of the pack who are in the
physical world when the cry sounds detect it as a tingling in the soles of their feet. The direction of the silent shriek is undetectable (unless they
have only a single Boundary Marker, in which case it is obvious), though it’s easy enough for the Anshega to cross the Gauntlet to discern the
skull’s location.
Action: Instant to activate, remains active thereafter.

Charm Bracelet (••)


This fetish is a small, thin chain worn on the wrist, with five tiny “charms” that each feature a different glyph representing one of the five faces
of Luna. When activated, one of the charms will fall from the chain and turn to dust as the charm makes contact with the ground, and for the rest
of the scene, the werewolf receives a +1 luck bonus on all rolls. The fetish can be activated five times in total, before the charm-less chain
bracelet turns to dust and the luck-spirit within goes free.
Action: Reflexive

Condor Idol (••) Lodge of the Storm’s Eye


A Condor Idol allows the carrier to fly in the Shadow Realm (and only in the Shadow Realm) with the grace and speed of a condor-spirit. The
idol must be clutched in a fist the entire time the werewolf is in the air, and the effect lasts from any point between dawn and dusk.
The fetish can only be activated when Helios’ face is in the sky, and does not function at night. Upon a successful activation roll, the Uratha can
fly at any speed up to 30 miles per hour or approximately 45 yards per turn. Attacks and other tasks attempted that require a delicate touch while
flying suffer a –3 penalty.
Action: Instant to activate; flying is reflexive thereafter.

Corpse Dowser (••) Cult of Bones


This fetish may take the form of a forked dowsing rod, but is more often fashioned like a lead plumb attached to a long cord (often woven from
the hair of dead humans or werewolves). When activated, the Corpse Dowser points gently in the direction of the nearest human, wolf or
werewolf corpse within 100 yards. The fetish is also designed to guide the user to a spirit fragment of Father Wolf’s corpse while in the Hisil,
though such fragments are enough of a legend that a user might never be in a place where the fetish could fulfill this part of its function.
Action: Instant

Egelsbrand (••) Lodge of Garm


The Lodge of Garm has a long tradition of softening its targets with ranged attacks before charging into battle. The lodge gives this fetish to
some of its new members to make them more deadly in the first turns of combat. This scar resembles the eyes and beak of a raptor. It gives the
warrior of Garm +2 to any Athletics roll for the turn after it is activated. Any raptor-spirit can power it.
The branding is normally done on the throwing arm of the Uratha. It, and the Uratha, must suffer 2 levels of aggravated damage on this spot to
destroy the fetish brand. Action: Reflexive

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Eyepiece (•• or •••) Lodge of Wires
Most Wireheads create or inherit an Eyepiece shortly after becoming full members of the lodge. The werewolf must bind a spirit servant of the
Digital Eye into a cutting-edge smartphone with runes of the future etched into the case.
All versions of the Eyepiece can call any phone or access the Internet from anywhere. A lack of phone signal is no problem, neither is the
Gauntlet. Each Eyepiece also monitors news sources, flagging news stories that might be of interest to its owner. More importantly, the Eyepiece
is the only way that a Wirehead can access the secure computer networks of the Lodge of Wires.
The three-dot version of this fetish gives a werewolf a measure of the Digital Eye’s true power. He can use his Eyepiece to see through any
surveillance camera within a mile. If he selects a specific target, he can seamlessly track that target using any camera in range, until the target
moves more than a mile away.
Action: Instant

Fetid Musk (••)


This fetish is often employed by fleeing Beshilu to foil werewolves or bloodhounds from tracking them. It functions like a normal aerosol can.
When activated and sprayed on the ground, it effectively masks the considerable odor of the Beshilu (or anything else) by delivering a cloying
stench bomb to the tracker’s olfactory nerves. The effect is a –3 penalty to all scent-based tracking rolls made to track the user for an hour.
Durability 1 (reinforced to 2), Size 1, Structure 3
Action: Instant

Fireflash (••)
This item is powered by a fire-spirit and looks like a hand mirror. When pointed at a foe it can be made to emit a bright flash, possibly blinding
the target. A reflexive Dexterity + Composure roll is made for the intended victim to avoid the flash. If it fails, he suffers blindness for two turns.
(See “Fighting Blind” in the World of Darkness Rulebook, p. 166.) Once discharged, the fetish cannot be used again until it has reflected the light
of a large fire. (A match or candle won’t work; nor will artificial light.)
Action: Instant

Fly Bottle (••)


This small bottle fetish is filled with dead bugs, usually flies. On a successful activation roll, a swarm of those bugs leaves the jar
(encompassing a swarm far larger than what the jar could contain) and attacks the nearest individual. Flies get in his mouth, ants dart up his pant
legs and arms, moths flit in front of his eyes. The bugs, whatever they may be, cause no damage to that individual, but confer upon him a –1
penalty to all rolls, and –1 to his Defense for three turns. Whatever insect is in the jar requires that an equivalent spirit be bound to the fetish.
Action: Instant

Ghosts of the Forest (••)


These wind chimes are handmade from wood the fetishmaker collects himself, and carved into hollow tubes, each bearing the name of someone
the creator wishes to protect.
A protective, cantankerous spirit is required for these fetishes; badger-spirits are the most common choice. These fetishes are most often given to
beloved wolf-blooded families, to watch over them when the Uratha is with the pack and away from home. The wind chimes are hung at the main
entrance to a building or room, and function for a year after activation, when the agreement with the spirit within must be renewed.
Any ordinary humans approaching the chimes with ill intent toward those named on the wooden tubes will suffer extreme discomfort and the
onset of fear as the chimes start to clatter together and whistle softly, whether there is wind or not. Such trespassers must pass a Resolve +
Composure roll, or flee with all possible haste. Anything short of an exceptional success on this roll still inflicts a –2 penalty on all of the
trespassers’ rolls while the trespassers are within the building or room that the chimes are guarding, as the chimes rattle and whisper with
unearthly voices.
Action: Instant to activate; permanent thereafter.

Gnawdowser (••)
This helpful creation of the Ithaeur is very difficult to craft. It looks like a small rod with an arm’s length of leather tied to one end. A rat skull is
tied to other end of the strap. When activated, the rat skull sways back and forth, pointing to the weakest point in the Gauntlet within one mile of
the fetish for one turn. The rat skull must be crafted from an ex-member of a Beshilu swarm. Beshilu take obvious delight in destroying these
fetishes and their masters. A rat-spirit powers this fetish.
Durability 1 (reinforced to 2), Size 2, Structure 4
Action: Instant

Hijaab (••)
The hijaab is a black, full-body cloak. The term itself means “barrier” or “veil,” and is worn traditionally to exemplify one’s modesty. In this
case, when activated, the Hijaab helps calm angers against the wearer. Any wishing to attack the werewolf must spend one Willpower point to do
so for every attack. This effect lasts for a single scene, or until the werewolf initiates violence.

Hungry Mask (••) (wolf blood)


Sometimes, hiding is the only recourse for the wolf-blooded. The creatures they most often have to hide from, however, are often werewolves
and spirits — and both of these creatures can easily detect the uragarum. Knowing this, werewolves of the Lodge of the Shepherd occasionally
fashion Hungry Masks for their charges. Only the most skilled ritemasters can make the fetishes correctly, and making one incorrectly is a death
sentence to any wolf-blood who uses it.
A Hungry Mask is a strip of fabric or leather with two sharp teeth attached. To use the fetish, the uragarum punctures his own flesh with the
teeth, drawing blood. The spirit inside the fetish (always a predatory or parasitic spirit — leeches, lampreys and bats are common choices) drinks
the uragarum’s blood, but also drains away part of his spirit, thus masking him from any spiritual detection method. The successes on the

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activation roll act as a negative modifier to any attempt to mystically detect the wolf-blood as anything other than a normal human. Mundane
methods of detecting the character still function normally, so the Hungry Mask works best to avoid enemies that don’t know what the character
looks like.
The Hungry Mask only functions for three turns, and inflicts one level of bashing damage per turn. After that, the fetish falls off like a bloated
tick and does not work again for 12 hours.
Action: Instant

Hunter's Spur (••) Lodge of Harbingers


This fetish, normally fashioned out of a sharpened piece of bone or wood, which is then worn around the neck or the ankle, is designed to help
Harbingers on long journeys or hunts. Hunter’s Spur allows the character to go long periods of time without sleep. The player simply rolls to
activate the fetish as usual, and the character may choose not to sleep for a number of nights equal to her Resolve score with no ill effect. It is
possible to continually activate the fetish without stopping to rest in between, but this has dangerous side effects. If a character activates the fetish
again without getting at least a week’s worth of normal sleep in between, the player must roll Resolve + Composure. Failure on this roll means
that character gains a derangement, usually involving paranoia or obsession.
Action: Instant

Kin Caller (••)


Poets know that blood calls to blood. An Iminir poet of the Romantic era created the first of these fetishes for himself, and since then, they have
become a common sight throughout the tribe. This fetish is a choker or a collar worn tight around the neck, usually made of leather. In creating
the Kin Caller, a werewolf must have drops of three relatives’ blood touch the material (no more than the tiniest drops are required) and bind a
blood- or love-spirit within the item to seal the deal.
When the fetish is activated, the werewolf wearing the Kin Caller can howl, shout or cry out in any form, though it can be no more complex
than a single concept or word, such as a place or a name. To all within the two worlds, the howl will be silent. To anyone related to the character
by blood (or whose blood was used in the creation of the fetish), the howl will be audible so long as he is within a five-mile radius of the
werewolf. Further than five miles away, and the reception of the howl becomes unreliable. A perception roll is required to hear the howl between
five and 10 miles away. On the plus side, the howl can be heard in both worlds, breaking through the Gauntlet when the fetish is used.
These fetishes are most often used so family members and lovers can find the werewolf in times of stress or danger, but the fetishes are used by
some packs as beacons to find one another, allowing howling with no enemies hearing what is being conveyed. Unfortunately, this is not an
option for packs larger than four werewolves, for it requires the blood of three other souls to create the fetish, no more and no less.
Action: Instant

Lightning Rod (••) Lodge of Lightning


Is there anything much that isn’t powered by electricity these days? The power goes down, and everything from the shower (electrical pump) to
the building’s security system breaks. This little device makes that happen. A lightning rod is a lightning-spirit bound into a lump of metal that
has already been part of a object of some kind. Raw metal is no use — it must be metal that has been worked and formed into a distinct object.
Rods, used in support frames of various kinds, are the most common, but anything from computer components to a tin can will serve. The owner
places the Lightning Rod against the electrically powered device he wants to naturalize, and invokes the spirit within the fetish, temporarily
knocking the spirit out, unless surge protection is installed. This fetish is great for wrecking computers and opening electric garage doors, but not
so useful against proper building security systems.
Action: Instant

Masterkey (••)
This fetish appears to be an old, old brass key. When inserted into a lock and activated, the MasterKey conforms itself to the inner workings of
the lock. When removed, it automatically reverts to its old form. A key- or door-spirit powers this fetish.
Durability 3 (reinforced to 5), Size 0, Structure 5
Action: Reflexive

Mercy Gem (••)


Fashioned of quartz or some other non-valuable stone, a Mercy Gem can prevent a werewolf from entering Death Rage. When a werewolf
would normally enter Death Rage (a Resolve + Composure roll to remain in control fails), the player may choose to spend an Essence point
instead. The Mercy Gem grows warm to the touch as it absorbs the point, and the Death Rage is averted.
Death Rage cannot be terminated by contact with a Mercy Gem once it has begun. A gem works twice before it cracks and is useless. There’s no
way to tell how many times a gem has been used until it shatters. A toad-spirit is used to create this fetish.
Action: Reflexive

Money Spider Card (••)


This fetish is made by binding a small spider-spirit (usually the spirit of a money spider, but any household arachnid will suffice) into a credit
card, marked with the First Tongue glyph for “spider.” When activated and put into an ATM, the card allows the werewolf to enter the bank
account that was last accessed through the machine, as if the user had entered the correct PIN himself. A Money Spider Card only allows access
to the account checked immediately before the fetish was inserted into the machine, but lets the werewolf check the balance, change the PIN or
withdraw money as if the account were his own.
Action: Reflexive

Oath Hood (••)


An Elodoth developed this black leather hood for his assumed role of executioner. When fighting werewolves whom the Elodoth has judged
guilty of oathbreaking, this powerful fetish adds +2 to the Uratha’s Defense and adds two temporary Health levels for the scene. Should the

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Uratha’s judgment prove to be in error, the fetish ceases to function until the fetish’s owner performs Rites of Contrition for the victim of the
attack and the fetish. A fetish maker uses a vengeance — or dog — spirit for this fetish.
Durability 1(reinforced to 2), Size 2, Structure 4
Action: Instant

Pain Poppet (••) Lodge of Death


This fetish resembles a small, human-shaped doll sewn together from scrap fabric and stuffed with sand, straw or gravel (though some more
extravagant werewolves use chips of bone). The werewolf can attune this doll to a target and then squeeze or claw the doll to inflict pain upon the
victim. The fetish works on living and unliving targets, including other werewolves, mages and vampires, but it does not work on spirits.
The user focuses on a target in his line of sight and growls softly. If the fetish is successfully activated, it is attuned to that target and remains so
until the werewolf releases it or until the next sunset. Whenever the werewolf “hurts” the Pain Poppet (squeezing it, sticking it with a pin or a
claw, etc.), the target suffers a –2 to all rolls and to Defense, just as if he were suffering wound penalties (see p. 171 of the World of Darkness
Rulebook). The Iron Stamina Merit applies as usual.

Prophecy Bone (••) Lodge of Prophecy


Upon acceptance into the Prophecy Lodge, a werewolf may use this small talisman. It is made from a knucklebone fashioned into a teardrop
shape with three flat sides smoothed along its axis, down to a point. Two sides have a marking in the First Tongue. One says “expected,” the
other, “dubious.” The final side is blank. After sunset, the Uratha can pose a single, one phrase, yes/no question to the stone concerning some
future event and spin the bone on its pointed end, like a top. The Storyteller must give an answer, although if the question is worded in such a
way as to make an honest yes or no answer difficult or impossible, the stone will turn up blank. Any Lune can power this device.
Durability 2 (reinforced to 4), Size 0, Structure 4
Action: Inst

Purity Jewel (••) Lodge of the Endless Moon


The traditional symbols of the Lodge of the Endless Moon, these jewels resemble the royal gem that was given to Tsuki-yumi by the Creator
gods. The werewolves use their Purity Jewels to banish a spirit from the physical world and force the spirit back into the Shadow. The gems are
prized because of their traditional role in the lodge and because of their utility when compared with more standard rituals to banish ethereal
intruders. These white crystals are created by binding a hate-spirit into a shard of cut glass. The “gem” itself is worthless, and though it might
fool an onlooker, any scientific analysis of the jewel will register it as a flawed chunk of glass.
When activated and brandished in a spirit’s presence, the wielder speaks the words “I banish you from this realm” (Galer za da sar). The roll to
force the spirit back into the Shadow World is Harmony versus the spirit’s Resistance, and the roll is considered contested and extended. Each
roll consists of a minute’s time, but whereas the spirit requires 10 successes in order to remain in the physical world, the Uratha requires only six
to banish the intruder. Unlike the Rite: Banish Spirit, Purity Jewels can be used any time the face of Tsuki-yumi is in the sky, but do not function
during the day. Notably, this rite is so easy compared to standard banishing because the ritual creates savage agony in the spirit being repelled.
A spirit of hatred is bound in to the glass shard, and it frosts over with a blurry sheen from that moment on, resembling a false white crystal or
shard of misty glass. Any werewolf sharing the secrets of making this fetish can expect to be hunted down and killed if the treachery is
discovered. Occasionally, a lodge member will create a Shakujo Staff instead of a Purity Jewel (at the same two-point cost), which serves the
same traditional purpose. This weapon is a standard staff topped by three jangling metal rings said to scare away spirits, and the rattling of the
rings causes deafening pain in the minds of the spirits that feel the activated fetish’s effects.
Action: Instant to activate; then extended and contested.

Repellance (••)
This fetish is usually a dispenser of some sort. It can be one of those number-mechanisms at the butcher or the DMV, a stamp dispenser or
something else, as long as the character can offer something from the item to another.
Activating the fetish requires the werewolf to make that offering and a mortal subject to accept it. Even if the acceptance is reluctant, it is
enough. The subject of the fetish becomes less desirable to spirits, who subconsciously avoid him. Most spirits just gloss over his existence. A
spirit must make a successful Finesse roll to interact with the affected character, and then does nothing it wouldn’t normally. An exceptional
success on this roll indicates that the spirit notices the fetish’s interference. This fetish only affects mortals, and remains effective for one day. The
werewolf may spend a point of Essence to extend the duration for an entire week. Ritemasters bind spirits of neglect or security into these
fetishes.
Action: Instant

Restraint Torc (••)


Fashioned from a metal such as copper, bronze or gold, a torc is a short length of metal that is worn by curling it around the wrist or neck. The
Celts and Norse once made use of torcs as a sign of a warrior’s prowess and as traditional jewelry.
Although some modern torcs are crafted in similar exotic and spiraling designs as the ancient craftsmasters once forged, the majority are more
subtle — thin bands of cheap metal wrapped around the wrist or throat and hidden by clothing.
These torcs are not usually for decoration, but to help prevent the wearer from suffering the effects of Death Rage. When a werewolf would
otherwise succumb to Kuruth, the Restraint Torc tightens considerably around the wearer’s wrist or throat, as the snakespirit within reacts to the
sudden rush of intense emotion.
This causes some pain to the wearer but no injury, and the player can add one die to all Resolve + Composure rolls to resist the onset of Death
Rage as the spirit drags his focus back to the moment. The fetish is considered always active.
Action: Reflexive

Roar of Thunder (••)


The Roar of Thunder usually takes the form of a choker or collar, set with a gem or adorned with a large buckle that is the true focus of the

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fetish. This focus object is intended to ride over the wearer’s vocal cords. When activated, the fetish allows the user to unleash a terrible shout,
howl or roar that strikes like a thunderclap. All those within 30 yards of the user must roll Composure + Primal Urge — successes gained on the
activation roll; failure indicates that the victim is deafened for two turns and suffers a –1 penalty to Resolve rolls for the remainder of the scene.
The fetish owner’s packmates receive an additional three dice to this roll. The fetish’s powers may inspire Lunacy in human witnesses, as other
werewolf supernatural powers (at +5 effective Willpower; see p. 176 of Werewolf: The Forsaken). Human witnesses frequently misremember the
roar as a sudden thunderclap or explosion rather than a noise that could have come out of a living creature’s throat.
Action: Instant

Rune Stone of Balance (•• or •••)


Leading by example is an ideal close to the hearts of many Storm Lords. The ever-present threat of Death Rage simmering beneath the surface
of every werewolf is a terrifying loss of control for any of the Uratha, but it is an awful sign of weakness for some of the Iminir’s most devoted
members, who can lose heart and faith in themselves if their packmates are forced to see even one of the Lords lose control over his own mind
and flesh.
Rune Stones of Balance are created as a way of helping maintain control against the onset of Kuruth, by binding a calming spirit of earth into a
fist-sized rock. When activated, these fetishes spread cooling calm through the blood of the Storm Lord, quickly easing the lava heat in his heart
and the burning red streaking across his vision.
Upon activation, a Rune Stone of Balance offers the character a +2 bonus to Resolve + Composure rolls in order to resist Death Rage. A three-
point version of this fetish exists, which increases the bonus to +3, and triggers automatically if the Storm Lord falls into Kuruth, offering the
character the bonus on his roll to regain control. The three-point version also offers the character a single point of Willpower once a week, usable
so long as the character’s feet are in contact with the ground. Tarmac, sidewalks and any other artificial human-made surface are still appropriate
for the purposes of the weekly Willpower point.
Action: Instant

Scar/Tattoo Fetish (••+)


Nearly all tribes make use of scar or tattoo fetishes to one degree or another. They have the advantage of being permanently part of a werewolf
(unless someone physically removes the skin into which the spirit is bound, which happens sometimes). The effects of nearly any type of fetish
(except for fetish weapons) can be incorporated into a scar or tattoo. Simply add one dot to the rating of the fetish in question (the Storyteller
might also need to make some other judgment calls on how the scar/tattoo fetish works).

Shadow Box (••)


The Shadow Box, or Cabinet Fantôme, is actually an old British Mark III suitcase radio given to members of the French Resistance by Allied
spies. When opened and activated, the Shadow Box allows the Forsaken to send one message to a specific spirit, and
receive one message from that specific spirit in return.
The Forsaken does not need to enter the Shadow to do this, and the Shadow Box does not guarantee that the spirit will answer, only that the
message will be delivered. If the spirit replies, its “voice” is transmitted through choppy, staticky frequency (though the voice is ultimately
understandable). A few parameters apply to this fetish. First, the given spirit must exist in the spirit realm within a 50-mile radius. Second, the
Forsaken must have met the spirit previously either while in the Shadow or while the spirit was materialized in the physical realm. He may
attempt to communicate with spirits he has never met before, but doing so incurs an additional –4 penalty, making such an action very difficult. A
Shadow Box is made with the spirit of an old carrier pigeon.

Shadow Tarot (••)


As discussed earlier in this chapter, the Bone Shadows in many areas make frequent use of divination tools. A Shadow Tarot deck is one such
tool, specially empowered to give insight and information to the tribe. The user activates the deck and performs some kind of reading, anything
from the circle and cross to a single-card draw, depending on how much time the character has what he wants to know. The images on the cards
of the deck loosely match the traditional Tarot deck, but when the deck is activated, the character can see a crude representation of himself
moving from card to card, in sequence, and encountering the challenges therein. In game terms, the reading gives the character an oblique hint as
to what is happening, couched in the symbolism of the Tarot (the Storyteller might give the user’s player an Intelligence + Occult roll for some
help in interpreting what the character sees). At some point in the future, if the character recognizes an element from the reading (and the player
specifically calls attention to it), he can regain a point of Willpower or apply a +3 modifier to a relevant roll. A raven-spirit is usually used to
create a Shadow Tarot deck.
Action: Instant (though performing the reading might take as much as 10 minutes)

Skinsheath (•• or •••)


The skinsheath is always a scar fetish. The ritemaster who creates it makes it in the rough form of a weapon. A couple orthogonal slashes are
enough to make a knife or a sword and other patterns represent other weapons. Once completed, the fetish can be used to contain and conceal a
single weapon of the type represented by the scar. The werewolf makes an instant activation roll to absorb the weapon into the scar, at which
point the weapon fades into nothingness. It requires a reflexive activation roll to draw the weapon out of the skinsheath, which looks as strange as
it sounds.
Two-dot skinsheathes hold small weapons, such as knives, brass knuckles, small hammers and the like. Three-dot skinsheathes are for larger
weapons such as swords, battle axes and large hammers or a grouping of smaller weapons, for example, a brace of knives. Other than when
specifically designed for it, skinsheathes can only hold one weapon at a time.
When a skinsheath contains multiple weapons, they can be withdrawn individually or all at once. Shadow-spirits and spirits of truce and treaties
power these fetishes.
Action: Instant to sheathe; reflexive to draw

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Subtle Armor (•• or •••)
In the old days, when a pack of Uratha girded for war, they could don armor and carry weapons with relative impunity. Today, with the
increased urbanization of society and the glut of surveillance and law enforcement found in cities, walking down the street in a flak jacket tends
to attract almost as much negative attention as taking the war-form in public. This fetish was developed to allow packs of Blood Talons to
maintain a low profile while still protecting themselves. Subtle armor resembles modern body armor (flak jacket for the two-dot version, full riot
gear for the three-dot version), decorated with symbols of stealth and cunning and various natural objects representing the spirit bound into it.
This spirit is usually a chameleon-spirit or another animal with a deceptive appearance, such as a stick insect or a king snake. When the fetish is
activated, any human viewing the armor must make a Wits + Composure roll to perceive the armor as what it really is. This roll suffers a penalty
equal to the successes on the activation roll (treat as 3 if the owner spends Essence to activate the fetish). Failure means the mortal sees a bulky
but otherwise innocuous article of clothing, such as a large jacket or a set of football pads. This effect lasts for a scene.
Action: Instant

System Key (••)


This small USB key fits into the USB port of any computer. When the fetish is activated, the spirit within literally gives a part of itself to the
computer, inhabiting the system with this shard. The key can then be removed. The werewolf, at any point during the next two days, can roll his
Harmony (or spend one Essence to negate the need for a roll) to see what a user is doing on that computer. Whatever the user is doing, whether
downloading porn or encrypting illegal documents, becomes known to the werewolf. Each “glimpse” lasts five minutes. A curious animalspirit
(monkey, cat, rat) fuels this fetish.
Action: Instant

Thumbot(••) Lodge of Lightning


Iron Masters of the Lodge of Lightning often give this useful fetish to their new members. This USB “thumb drive” contains an information-
spirit that can spiritually scan any computer that it is plugged into and give information about the computer’s user. This is not a data analysis
program; it’s scanning the nascent spirit of the machine for resonances left by the user. Generic, emotion based information such as the emotional
state of the user, sex and so on can be revealed with only three successes; more are necessary to learn more detailed information such as the
user’s name. The information is displayed on screen as the fetish works, but is also stored on the ThumBot for later perusal. The info is
automatically erased the next time the ThumBot is used. An awakened computer can store the spiritual data from the ThumBot permanently.
Durability 2(reinforced to 4), Size 0, Structure 4
Action: Extended (3-10+ successes; each roll represents 1 minute)

Timbre Rattle (••) Lodge of Harmony


The Lodge of Harmony uses this fetish to gather information about the resonances of a particular location. The Uratha shakes the rattle as she
takes a sinuous, random path over the area. If successful, the werewolf will learn the forms of up to four different kinds of spiritual resonance left
at the scene in the past four months. The rattle must be carved from a single piece of wood, containing two clappers; fragrant woods, such as
heart pine are the most common. A tree-spirit empowers this fetish. Durability 1 (reinforced to 3), Size 1, Structure 4 Action: Extended (4
successes, each roll takes fifteen minutes)
The Lodge of Harmony uses this fetish to gather information about the resonances of a particular location. The Uratha shakes the rattle as she
takes a sinuous, random path over the area. If successful, the werewolf will learn the forms of up to four different kinds of spiritual resonance left
at the scene in the past four months. The rattle must be carved from a single piece of wood, containing two clappers; fragrant woods, such as
heart pine are the most common. A tree-spirit empowers this fetish.
Durability 1 (reinforced to 3), Size 1, Structure 4
Action: Extended (4 successes, each roll takes fifteen minutes)

Track Mirror (••)


For the most part, New Moons prefer to walk unseen when they’re about the business of the Forsaken. Some trackers are particularly skilled,
though, and not easily fooled by even the craftiest Stalker. This fetish (usually in the shape of a rough item of jewelry made up of pieces of
footbones from various animals, lashed together with strips of tendon and leather) confounds the abilities of those who haunt the New Moon’s
steps. Upon activation, this fetish causes a number of identical false trails (complete with tracks, scent, broken twigs, bent blades of grass, smears
of mud, and whatever else is appropriate to the Irraka’s present environment) equal to activation successes to meander off in different directions
for up to a full hour, if desired. These trails always move in ways that would be sensible for the werewolf to follow: through a stream or down the
prevailing wind from dangerous predators, for example. In terms of raw sensory input (sight, smell, etc.) these false trails are indistinguishable
from the real one; supernatural senses compare successes against the fetish’s activation successes, with ties going to the fetish’s user.
A spirit of deceit or one of an animal noted for instinctual acts of trickery (possum or chameleon, for instance) empowers this fetish.
Action: Instant

Truth-Catcher (••) Lodge of Unity


The ability to tell honesty from deception is a very useful talent. Though various supernatural means to detect the truth already exist in Forsaken
culture, few are as spectacular (or as bloody) as the fetish developed by the Lodge of Unity called the Truth-Catcher. It is most often used when
determining if a giver of an oath is sincere in his promises, and to decide if he can be trusted in the future, though many werewolves of the lodge
also use this fetish for discovering the perpetrators of certain crimes of misdeeds.
The Truth-Catcher itself is a pebble no larger than a thumbnail, painted with a crude symbol of a spider using the fetish-maker’s own blood.
When used, the fetish is placed under the tongue of the person being tested, and then activated.
If the speaker deliberately lies or speaks any falsehood at all during the time he has the Truth-Catcher in his mouth, the pebbles dissolves into a
dozen blood-red spiders that crawl throughout the speaker’s mouth and bite him, causing severely painful swellings and three points of lethal
damage. The spiders each bite once, then revert back to the pebble. Note that the lie must be deliberate to activate the fetish’s punishment —
speaking a falsehood that the speaker honestly believes is the truth will not dissolve the pebble and release the spiders.

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If the subject does not lie, then the pebble can be returned after the questioning is completed. If the subject has lied, even if all the spiders are
killed, the speaker must spit out the stone that remains in his mouth.
A lesser Gaffling servitor of the Patriarch is bound into this fetish.
Action: Reflexivet

Vandal Spider (••)


Mystical interference in a werewolf’s territory is difficult to detect, and it’s the sort of thing that the Hunters in Darkness would rather discover
firsthand anyway, so as to gain as much direct (“true” — see p. 94) experience as possible with it. Mundane destruction, though — spray-
painting, minor fires and other acts of vandalism — can easily constitute a violation of sacred space and is simple enough to understand.
The Meninna recognize that spiders are among the most successful hunters in the world, and so they bind spider-spirits into headbands,
bandanas and hats to allow the Hunters to feel when vandals strike their territory. Once activated, a Vandal Spider sends a quivering feeling
through the werewolf’s head and face whenever someone deliberately damages something in her territory. The werewolf has a general sense of
the direction, and the sensation continues for as long as the vandalism persists. The Hunter is usually left trying to track down the vandal (unless
she’s quite close by when it happens), but at least she doesn’t have a cold trail. Once activated, this fetish remains so for eight hours.
Action: Instant

Vermin’s Flight Necklace (••)


Made from the skull of a normal adult rat, these necklaces are favored by werewolves with a penchant for urban violence and rooftop battles —
and those with a need to flee in a hurry. The skull is worn on a metal chain or leather thong around the neck or wrist, and when activated, will add
+2 to the wearer’s Speed, in addition to add +2 dice on all rolls involving jumping. The bonus lasts for three turns per dot of the user’s Primal
Urge; the fetish can be activated once per scene. Curiously, the fetishes have been known to function when made from smaller and more fragile
pigeon skulls, as long as either version is bound with a cat-spirit.
Action: Reflexive

Wallbreakers (••)
Wallbreakers were first produced by a Rahu who liked dramatic entrances. This pair of brass knuckles is sized for the war form of the Uratha,
but will adapt to other forms like a dedicated object. When used against structures (walls, buildings, doors), they give the Gauru 2 points of
Armor Piercing (lowering the Durability of the objects by 2) and protect the werewolf from damaging his hands. A hammer — or earth — spirit
is used for this device.
Durability 3 (reinforced to 5), Size 1, Structure 6, Damage 2(B)
Action: Reflexive

Wandering Jacob’s Map (••)


This fetish — or, at least, the idea of it — is said to have come from a Forsaken named Wandering Jacob. Jacob, a Hunter in Darkness,
established a kind of commune way up in the Appalachian Mountains. Here, he invited many packs to a place where they could withdraw from
the world and find a kind of perfection in the microcosm of their given domain. It worked for a while, but eventually peaceful relationships gave
way to territorial infighting that helped whittle away the harmony of the clutch. Worse, the protectorate began suffering incursions from
outsiders: hillfolk Storm Lords bent on taking the protectorate territory by territory.
And so, Wandering Jacob is said to have created a map of the domain, with each territory marked clearly. It’s said he imbued the map with a
spirit of an eagle or falcon, because such birds-of-prey fly high and have frighteningly powerful vision. When activated, the map allowed him to
see just all the werewolves inside the protectorate borders. It didn’t allow him to differentiate who was who, exactly, but it did allow him to see
who belonged in the protectorate and who didn’t. Enemies — or, at least, those with malice in their hearts — appeared as little ghostly red
flames. Friendly werewolves — i.e., those who belonged to the clutch — showed up with faint ochre glow-points, like fireflies in the night.
Of course, the story goes on to suggest that the map didn’t save the protectorate. In the end, some say the clutch self-destructed, while others
claim it was taken apart by those cruel Storm Lords. Whatever happened, most agree that Wandering Jacob is still out there, aimlessly drifting, in
search of a new place to forge another utopia.
Those who want to create such a map need, for starters, a semi-accurate map of the protectorate. It could be a crude map painted in blood and
mud on a piece of old parchment, or it might be an actual road atlas map with territories marked in pen. The map must be imbued with a high-
flying bird of prey (eagle, owl, falcon, hawk). Activation allows the viewer to see all the werewolves within the given protectorate and its
territories — friendlies glowing like lightning bugs, enemies showing as match-tips of red fire.

Willow Stake (••)


This stake, fashioned from the wood of a willow tree, is also possessed of a willow-spirit. When whittling the stake (which may require a
Strength + Crafts roll on the part of the crafter), the Forsaken also carves the First Tongue word for “bound,” estha, into the wood. When
attacking with this stake, activation allows the wielder a +3 to any targeted attacks aimed toward the heart of the victim. On a successful attack,
the willow stake lodges in the creature’s heart (paralyzing a vampire). If the stake is removed from a vampire after successful penetration, the
stake filches one point of Willpower from the victim and then splits in half, rendering the fetish inert. The wood becomes brittle and may not be
used again. The fetish is thus destroyed.

Wolf in Dog's Clothing (••)


This fetish resembles a dog collar, although the styles vary as long as the necklace is tight fitting. When activated, this fetish changes the normal
appearance of the Urhan form into a domestic mutt of the same mass for a scene. The Uratha does not need to re-activate the fetish if she slips
back and forth within that scene, although the exact look and form of the breed cannot be controlled when the form is taken. So, she might appear
to be a mastiff before shifting into Urshul form, and when the Uratha shifts back she appears to be a German shepherd mix. The character’s
Attributes ar unchanged.
A dog-spirit must empower this fetish.

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Wolfsole Tattos (••)
These wolf-print tattoos are normally applied at the ankles or sometimes on the tops of the character’s feet. When activated, the tattoos grant an
Uratha in Hishu or Dalu form +2 Speed and +2 to jump tests for a scene.
A dog- or coyote-spirit empowers this fetish.

Level 3 Fetishes

Billy Pine’s Cudgel (•••)


The cudgel is a wooden staff, just over five feet long. The top end sports a large knot, and a leather cord on which Pine strings knucklebones,
bits of metal, and other keepsakes from battles and adventures. The cudgel inflicts 3B in combat, but Billy can forego inflicting damage to inflict
Knockdown instead (p. 168 of the World of Darkness Rulebook). Unlike most knockdown effects, though, the victim does not have the chance to
resist — he feels as though he is being forced down by a crushing weight.
Action: Reflexive

Black Blood Candle (•••)


In some occult traditions, a black candle is burned to banish negativity and evil spirits. The Bone Shadows pass this ancient pagan custom down
through to the modern nights, using a fetish candle to ward an area against spiritual intrusion for several hours. The Black Blood Candle is aptly
named, for it is created by adding three drops of the maker’s blood to the tallow mixture as the candle is first made. The finished fetish is black
wax with warding glyphs scratched into the sides, and with a fear-spirit bound into the candle.
When activated, the fetish burns for six hours. It can be remade by mixing the remains of the candle in with fresh tallow, and adding the blood
again — this can be done without the Fetish Rite, as the fetish itself is only lost if it is completely burned and used before being mixed again.
While the candle burns, any spirits within scent range of the candle (the same room, or approximately 25 feet) suffer a –2 penalty on all rolls to
use their Influences and Numina on targets in the physical world.
Action: Instant

Blackbird Mauser (•••)


The German Mauser C96 pistol (9mm parabellum) was commonly carried by Nazi lieutenants, and the French Resistance pilfered the weapons
when able and turned them upon their oppressors. Some within the group — with the help of blackbird-spirits — created fetishes from these old
pistols. Some call them “klaive pistols,” as many within the lodge carry them as ritual weapons. While many of these Mausers are capable of still
firing the appropriate 9mm ammo, using a Mauser as a fetish requires no bullets to be present in or around the weapon. When the fetish is
activated, the werewolf can make a single Dexterity + Firearms roll, with a +3 bonus for attack. Normal attack penalties apply when necessary. A
single feather fires from the barrel, point first. If successful, the feather does an amount of lethal damage equivalent to successes rolled. This
attack bypasses and ignores all armor. The attack is also almost entirely silent — hearing the sound would require a Wits + Composure roll with a
–5 penalty. The most interesting part about this fetish is the aftereffect of being shot: a small blackbird emerges from the wound hole and flies off
to freedom. (This causes no additional damage, however.)

Bond of Law (•••)


This extremely useful fetish sees a great deal of use by Ithaeur and any other werewolves dealing extensively with the denizens of the spirit
world. Any Uratha can become confused by the complex codes of conduct and interaction displayed by the spirits of Shadow. The Bond of Law
is a fetish designed to wring straight answers out of reluctant or alien spirits that are disinclined (or otherwise unable) to speak the direct truth. A
magpie feather bound with a spirit of lies, deception or an animal-spirit associated with trickery (such as a magpie or fox) is worn touching the
fetish-user’s skin. Commonly the feather is tied into a lock of hair or worn on a necklace of twine. When activated, the Bond of Law is able to
detect whenever a spirit is lying to the wearer, and it grows warm to the touch when such deceptions are spoken. The Bond of Law only works
when pointing out the lies of spirits; the untruths of humans and other supernatural creatures remain undetected.
Action: Instant

Bone Spur (•••)


This sharp osseous spur, which is worn as a piercing through an earlobe or elsewhere, helps a werewolf suss out potential sinners. Once the
fetish is activated (which lasts a scene), when encountering another character with a low Morality trait (Morality, Humanity, Harmony, Wisdom
or the like) score, the fetish reflexively reacts. When within five yards of a character with Morality 3–4, the spur tingles when seated in the
werewolf’s flesh. When within five yards of someone with Morality 1–2, the spur turns hot, and the flesh around it stings. If within five yards of
someone with Morality 0, the spur burns the skin, causing a single bashing level of damage to the wearer. Note that the fetish doesn’t allow the
werewolf to determine who precisely is morally degraded — if the werewolf is in a crowd of people, the fetish provides no concrete indication. A
spirit of wrath or justice is used to create this fetish.
Action: Reflexive

Carthu' ama (•••)


The Azlu crafted this fetish, and it bears their monstrous nature. The Carthu’Ama appears as small, thick rod about two feet long and four inches
in diameter. It seems to be made of thousands of tiny fibers and stones twisted together into one uneven mass. The Ithaeur who first discovered it
later determined its material to be of dried human sinew and teeth. When activated, the Carthu’Ama begins to move, writhe and expand into a
web-like, multitailed whip, threaded with human incisors. For the scene, the master of the Carthu’Ama may use it as a 18’ whip or employ one of
its other abilities. On a successful hit, the wielder can choose to have the weapon wrap around the victim, effectively locking him it its embrace,
but also disarming the wielder. The Carthu’Ama has a Strength 5 and a Brawl 2 for the purposes of grappling and can continue to attack to
damage or immobilize. If the victim breaks free, the Carthu’Ama will scuttle back to its owner’s hand with a Speed of 10. A spider-spirit
empowers this fetish.
Durability 2 (reinforced to 5), Size 2, Structure 7, Damage 3 (B) Action: Instant

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Cat’s Suture (•••)
This thick leathery cord, made from dried cat intestine, is used to sew up a wound before it heals. When it heals, the skin grows around the thick
stitch (though the stitch is still visible, occasionally rising above the puckered skin like a fish’s back sticking out of dark water). From that point
forward, whenever a werewolf takes a wound that would kill him or knock him unconscious, he may activate this fetish to grant him three more
Stamina dots, which further increases his Health levels by the same number. These dots last for a number of turns equal to half of the werewolf’s
Willpower (round up). Damage taken in these Health boxes accumulates on top of other damage once these boxes are taken away with the end of
the effects. A dog-spirit helps create this fetish.
Action: Reflexive

City Compass (•••) Lodge of Stones


City compasses are treasured items amongst the Lodge of Stones. Lodge members can only create these fetishes with the active cooperation of a
city-spirit, which orders a member of its own choir of local spirits to bind itself to the compass. Persuading a city-spirit to do this is no mean feat,
and performing the chiminage needed can be pretty demanding in its own right.
The compass points to any given locale where the city-spirit has focused its attention at any one point. Often, this is useless, as the city’s focus
shifts rapidly from place to place. However, when the city does focus its attention, it’s going to be on something that the werewolves probably
need to know about.
Action: Reflexive

Crone’s Axe (•••)


This axe is constructed from an arm-length wooden haft and set with a wide, flat blade at the top, crafted in the Celtic style. The Crone’s Axe
features carved runes on the blade; iconography of Morrigan, the raven spirit of war. When activated, the axe emits a screeching, howling series
of cries and caws, sounding like a flock of ravens and a woman dying in agony. The sound rings in the ears and minds of the axe-bearer’s foes at
painful volume, hurting and disorientating anyone nearby who regard the wielder as an enemy, causing a –1 penalty to all Mental and Social rolls
for the rest of the scene.
Action: Reflexive

Death Howl Stone (•••) Lodge of Howling Death


Rahu can inspire terror with their roars, and Cahalith howls can bring fear or tears of sorrow at the beauty, but the ghostly hounds of the
underworld are known for ethereal, shrieking howls that sound like nothing in the natural world. When a member of the Lodge of Howling Death
howls at his prey or calls to his brethren under a moonlit sky, the shrieking sound that emerges from his throat is akin to a hundred screaming
souls. This sound is created by one of the lodge’s traditional fetishes, called a Death Howl Stone.
The fetish is created by binding a death-spirit or a terror-spirit (never an easy task) into a small stone and wearing it on a thong necklace so that
the stone touches the bearer’s neck in all forms. When activated, the stone becomes ice cold, and the werewolf’s howls for the rest of the scene
inspire blood-chilling terror, as the howls themselves sound as though the werewolf is channeling the sound of Hell itself into his roars. All
beings within hearing range not part of the howler’s pack or lodge suffer –1 to all actions for a number of turns equal to 10 – target’s Willpower.
The werewolf also adds +3 to his Intimidation rolls for the rest of the scene. Enemies do not suffer additional penalties if more than one Death
Howl Stone is in use in the area.
Also, when the werewolf attempts to speak with the fetish active, his voice is distorted and hissing, like a cross between an enraged snake and a
shrieking child. The volume of his voice does not change from normal speech, but the werewolf will have difficulty making himself understood.
Beings with a Willpower of 4 or less have been known to suffer horrendous nightmares after hearing a werewolf howl using this fetish.
Action: Standard

Death Wolf’s Howl (•••)


Some Bone Shadows carry small, glass jars, sealed with wax and marked with the tribal glyph. Werewolves that have heard of the Death Wolf’s
Howl often give some measure of deference to such werewolves, for fear of the Howl’s release.
Creating this fetish requires a wolf-spirit that has consumed at least a bit of Essence tainted with death, either directly from another spirit or
from an appropriately tinged locus. The ideal candidate would be a magath made from a wolf-spirit eating death-spirits, but obviously those
aren’t easily found. The spirit empowers the jar with a long, eerie howl, and then the werewolf seals the jar. When the seal is broken (and the
fetish activated), the Howl is released. Everyone who hears it must roll Stamina + Composure minus the user’s Wisdom + Primal Urge (the roll
for spirits is Resistance minus the user’s Wisdom + Primal Urge).
The roll results below are for the victim’s Stamina + Composure roll, not for the activation of the fetish.
Failure: The victim loses Willpower, Essence or Health in any combination equal to the fetish user’s successes. Health lost in this way is
considered lethal damage.
Success: The Howl inflicts no damage, but the victim suffers a –3 penalty to all rolls involving hearing for the rest of the scene.

The Devil's Right Hand (•••)


Stories of cursed guns are common, especially in the American West. According to lore, the pistol that would come to be known as the Devil’s
Right Hand began life as a Walker Cold owned by a cruel U.S. cavalry officer named Uriah James. Uriah was a commander in the Indian Wars,
and although it was never proved in a military court, it was something of an open secret that he and his men employed horrific terror tactics in
their campaigns against the native tribes. When Uriah finally died, they say his soul was so wicked even the Devil was shamed to have him, and
so his soul slumbered in the gun he’d worn on his hip for so many years.
Whether the original gun truly was possessed by the ghost of Uriah James or not, Blood Talons west of the Mississippi took a shine to the story,
and several “replica” fetishes have been crafted over the years. The gun is always a heavy revolver, though specific make and model varies, with
a spirit of cruelty or bloodlust bound to it that makes the weapon seem as though it might leap into its owner’s hand at any minute. The Devil’s
Right Hand may be loaded with regular bullets, but should the chambers run empty, it can be activated to fill the cylinder with semi-tangible
bullets formed out of ephemera.

24
Because the ephemeral bullets are only quasi-real, the gun’s damage rating is reduced by 1. In addition, the owner may activate the fetish and
cause the spirit bound within to surge into wakefulness, firing a blistering hail of bullets. Treat this attack as a medium burst autofire attack, even
though the revolver does not hold 10 bullets. After using this ability, the fetish falls inert for 24 hours and cannot be used as anything but an
ordinary gun.
Action: Instant

Drowned Man's Pearl (•••) Lodge of the Maelstrom


Asian folklore mentions dragon-given pearls that, when held under the tongue, allow a person to breathe water. The Lodge of the Maelstrom
crafts similar objects by binding water elementals into pearls via a gruesome ritual process. The pearl must be placed in the mouth of a drowned
human and left beneath the waves for one change of the moon phase (roughly three to four days) before the pearl can be used as a vessel. Once
placed under the tongue and activated, the pearl allows the werewolf to breathe water for one minute per success on the activation roll. The fetish
can be activated more than once in a scene, as long as it remains in the user’s mouth. However, if the werewolf removes the pearl from under his
tongue, the effect immediately ceases. This precludes making bite attacks, which are sure to dislodge the fetish.
Action: Instant

Everyman Hood(•••)
The Hood is something that the Hunters in Darkness developed when they, for the first time, found their hunts leading them increasingly into the
cities. Many of the early Hunters had a very hard time dealing with the mass and press of humanity crowded in the streets, and the Hunters’
reactions, in turn, tended to give them away. The hood, originally part of a cape or overcoat, is now made part of jogging shoes or sweatshirts —
any piece of clothing with a hood.
By pulling up the hood and activating the fetish, the Uratha begins to blend into any crowd of five or more. Attempts to shadow or track the
werewolf suffer a –2 penalty for the duration of the scene or until the werewolf spends more than five minutes away from a similar crowd.
Action: Contested

Fear-Worm (•••)
This fetish drives away human beings, by instilling any who enter the fetish’s range of effect (a one-mile radius) with a creeping sense of horror.
The fetish takes the form of a snake’s skin or skeleton. The head must remain attached with the fangs visible. The werewolf nails the fetish to a
wooden structure at the center of the territory she wishes to affect, and activates the fetish. Once activated, the fetish imposes a –2 penalty on all
Resolve and Composure rolls made for human beings within the area of effect, and ensures that their dreams while within this area are highly
disturbing nightmares (a target receives no Willpower for sleeping while she is thus afflicted).
When the human leaves the area, the effect starts to fade immediately, but the dread does not leave the victim entirely until the next sunup. The
fetish remains activated until sunrise or sunset. The spirit of a snake, spider or other creature generally regarded as frightening empowers this
effect.
Action: Instant

Fortune Stone (•••)


Upon activation, this green stone gives the wielder +2 on any resistance rolls (Resolve, Stamina, Composure) for three turns. This fetish is quite
often associated with Irraka — who often need all the luck they can get. A rabbit- or whisky-spirit can empower this device. The fetish can be
used once per scene.
Durability 2 (reinforced to 5), Size 0, Structure 5
Action: Reflexive

Gauntlet Scar (•••)


This fetish is usually crafted out of a cloth, brush or other cleaning instrument. When wet, it can be used to smooth out and close areas where the
Gauntlet has suffered damage due to spirit battles or magic use. If the Gauntlet in the area has been damaged, one hour’s work with a Gauntlet
Scar restores it to its normal rating. This fetish cannot raise or lower the Gauntlet’s rating beyond what it would be naturally. Werewolves use
bee-spirits to create these fetishes.
Action: Extended (the character needs a number of successes equal to the damage the Gauntlet has suffered x 2; each roll represents 15 minutes
of effort) The following roll results take precedent over those for standard fetish activation provided on p. 204.
Dramatic Failure: The attempt fails utterly and the Gauntlet becomes immune to Gauntlet Scar in this area for one lunar month.
Failure: No successes are gathered at this time.
Success: Successes are accumulated, and if the required number is tallied, the character repairs the Gauntlet to its previous rating.
Exceptional Success: Several successes are gathered at one time. If five or more than the total required are gathered, the Gauntlet is restored and
becomes incredibly stable. Any efforts to change it suffer a –4 penalty for one month.

Ghost Stake (•••)


Bone Shadows created this fetish to give them some respite when entering the places of the dead. This iron spike, when activated and driven
into the ground, makes it very difficult for ghosts or spirits flavored with the resonance of death to enter the area (1 yard radius per success on the
activation roll). Spirits wishing to approach must make a Resistance check, with a –2 modifier. The user can increase this modifier by up to three
(to –5) by sacrificing more Essence during the activation, –1 per point of Essence spent (beyond any used to activate the fetish). A Helion
empowers this fetish.
Durability 3 (reinforced to 5), Size 1, Structure 6,
Damage 1
Action: Reflexive

25
Guksu’s Headdress (•••)
On the surface, a werewolf holds in his hands a tattered headdress of feathers, pebbles on strings, dried leaves and old leather. Not too pretty,
and certainly a far cry from the majestic Native American headdresses worn by ranking tribesmen so long ago.
A Guksu Headdress is a holdover from previous centuries and used almost exclusively by the Storm Lords of North America, especially among
those in whose veins still beat Native American blood. A werewolf must create one using seven different materials from his own territory: wire
from a chain-link fence, feathers dropped by pigeons or crows, carved pebbles from a public park now shaped like the face of Skolis, leather from
a jacket bought at a local store and so on. The only element that must always be present is the fact feathers must be used, though the type of bird
they come from doesn’t matter. Once the headdress is created, a raven-, coyote- or lizard-spirit is bound into the fetish to complete it.
Guksu Headdresses were used by Pomo Storm Lords (as well as those in other tribes) to identify auspice roles among the Iminir. More than that,
the fetishes enhanced the werewolf’s abilities to fulfill her duty, and infused her with the courage and willpower to go one step closer to
perfection.
The following section details the Attribute and Skill bonuses imbued by the activated fetish, determined by auspice. Upon creating the fetish, the
maker (or the purchasing player, if bought at character creation) can choose the Attribute and Skill boosted by the headdress, which remain the
same throughout the fetish’s use.

Rahu: Full Moon characters wearing their headdress gain +1 to any Physical Attribute and +2 to any Physical Skill on the turn it is activated.
Any successful rolls using the enhanced Skill while the Headdress is activated will restore one point of Willpower.
Cahalith: Gibbous Moon characters gain +1 to any Social Attribute and +2 to any Social Skill on the turn it is activated. Any successful rolls
using the enhanced Skill while the Headdress is activated will restore one point of Willpower.
Elodoth: Half Moon characters gain +1 to any Social or Mental Attribute and +2 to any Social or Mental Skill on the turn it is activated. Any
successful rolls using the enhanced Skill while the Headdress is activated will restore one point of Willpower.
Ithaeur: Crescent Moon characters gain +1 to any Social or Physical Attribute and +2 to any Social or Physical Skill on the turn it is activated.
Any successful rolls using the enhanced Skill while the Headdress is activated will restore one point of Willpower.
Irraka: No Moon characters gain +1 to any Physical or Mental Attribute and +2 to any Physical or Mental Skill on the turn it is activated. Any
successful rolls using the enhanced Skill while the Headdress is activated will restore one point of Willpower.
Action: Instant

Heart Spear (•••)


This short spear of clean, stripped oak is just over a meter long, making it slightly longer than the length of a man’s arm. Painted on the sides of
the Spear are seven small glyphs, each inked in the blood of seven prey animals (rabbits, hares, deer, etc.) and forming the sentence All become
prey when the heart’s blood flows. When activated, the Spear adds +3 to all Melee rolls for the rest of the scene, as the weapon constantly turns
in the wielder’s hands and leaps forward to the opponent’s heart.
Action: Reflexive

Map of the Pact (•••) Lodge of the Black Woods


This fetish is fashioned for the alpha of each pack within the lodge. Map of the Pact is meant to serve as a formal reminder of the number of
packs that both rely on her and that may come to her aid in times of great danger, but the fetish is also a highly practical item. The map is
inscribed on carefully tanned skin, usually of some prey animal within the lodge’s territory; the Lodge of the Black Woods makes theirs from
deerskin, with a minor bird-spirit bound within. The map depicts the territory held by the lodge in relatively sparse detail, marking out only the
most prominent landmarks or boundaries. More importantly, a glyph representing each pack of the lodge is marked on the map, giving the reader
clear knowledge of pack territories.
When activated, the map divines the status of the other packs within the lodge, and grants some hint as to their status. If a pack is healthy, its
glyph appears in bright, fresh ink. The glyph of a pack in immediate or near-immediate danger wavers slightly, as if seen under water. If a pack is
currently embroiled in a violent conflict, the edges of its glyph “bleed” slightly, and if a pack has been badly hurt or nearly decimated, its glyph
breaks into several pieces. The death of a pack causes its glyph to burn off the map entirely, leaving a scorch mark that remains until a new lodge
pack is formed and takes the old pack’s territory.
The werewolves who devised these fetishes are well aware that it would be dangerous for an enemy to capture a Map of the Pact. If any
werewolf or other entity that is not part of the lodge attempts to activate the fetish, the entire map catches fire, destroying itself.
Action: Instant

Mask of Life (•••)


Used mainly as an intimidation tactic or as a last ditch method to win a fight, the Mask of Life makes all visible damage to a werewolf’s body
disappear. This simple pendant resembles a mask and is woven from the bristles of a boar. When it’s activated, wounds close, bleeding stops and
the werewolf stands straight and proud without a visible injury. While no actual healing occurs, the user suffers no wound penalties to her
actions; the mask fools even her own body. The effect lasts for the remainder of the scene, after which time the character once again manifests
and suffers the effects of any wounds. A boar spirit aids in the creation of this fetish. It can be used no more than once a week.
Action: Reflexive

Off-Switch (•••)
There is no reasonable werewolf who doesn’t at least somewhat fear what humanity would do to the Uratha if they learned too much. Since
battles in a war are often unpredictable, there will be times when witnesses are unavoidable — especially with modern electronics. The off-
switch, which looks like a wall-mounted light switch with runes traced in it and a wood-iron backing, can at least take care of those. Flipping it
one way, with the accompanying Harmony roll, causes all visual and audio recording devices within a 100-yard radius to register only static. This
lasts for a half-hour, long enough for most battles to end, or until the switch is flipped back into the “on” position.
Spirits of electricity, photography and chameleons take part in these fetishes, which are popular among Iron Masters.
Action: Instant

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Packcard (•••)
Iron Masters craft these in ceremonies at their loci using an ordinary phone card and samples of the blood from all their current packmates.
These Uratha may use these potent fetishes on any phone that accepts a phone card.
Zipping the card sends out an information mote to the any of the user’s current packmates whom he names, causing the nearest phone to the
recipient to ring. Any information- spirit can be used to craft this device, but the pack’s totem has to participate in the ritual.
Durability 2 (reinforced to 5), Size 0, Structure 5
Action: Instant

The Rose among Thorns (•••)


This fetish was created by Storm Lords of the Lodge of Winter to aid in their quest for Wisdom. The vessel for the raven-spirit within normally
looks like a ring or pendant with several precious stones clustered together. One stone is always different from the others. This fetish adds two
dice to any Mental dice pool made as an attempt to sense something out of place for a scene — as such it has many, many applications. The fetish
can be used once in every 24 hours.
Durability 2 (reinforced to 5), Size 0, Structure 5
Action: Instant

Sacred Thread (•••) Kshatriyas Lodge


The thread (known to some as upanayana) that binds a werewolf to the Kshatriyas is a sacred marker expected of all within the lodge.
Historically, the thread has been made of hemp, though it can be made of any kind of string (or even vine). The creator dyes the cord red (often in
blood mixed with berry juice) before tying it around his wrist and binding within it a Lune (Ralunim specifically). The effects of the thread when
activated are twofold. First, it provides the wearer a +2 bonus to the Resolve + Composure roll used to help resist Death Rage. Kuruth, to the
Kshatriyas, is an unholy and unfocused state, and muddles the senses as much as (if not worse than) uncertainty in one’s duty. The second benefit
of the thread is that it helps to slightly amplify the werewolf’s Renown. When rolling the Kshatriya’s highest Renown to determine if a spirit or
werewolf has heard of him, add a +1 to the roll. This represents an artificial increase in what the target believes he may have heard about the
werewolf. The target’s recollection or feeling toward the Kshatriya may be real or false, but is amplified nevertheless.
Making this fetish is difficult: Ralunim do not like to be bound. In nearly all cases, the roll to imbue the fetish (Harmony roll per the Fetish Rite,
p. 162, Werewolf: The Forsaken) is made at a –3 penalty. Dramatic failure on the Fetish Rite roll incurs a single level of aggravated damage to
the ritemaster as the Lune escapes.
Action: Reflexive

Season Flute (•••) Lodge of Seasons


Four different varieties of this fetish exist, one for each season. Each is empowered by a wind-spirit, and the time of the year that the fetish is
created determines its effect. Traditionally, members of the lodge carry flutes appropriate to their seasons, but it’s not inappropriate, for instance,
for a Summer to carry a Winter Flute.
The character must play a short tune (just three or four notes) on the flute to activate it. Once successfully activated, the flute’s effects remain for
one minute per success on the activation roll. The flute can be used once per scene. The effects of the four different types of Season Flutes are as
follows:
Spring: The werewolf is infused with the boundless energy and possibility of spring. For the rest of the scene, the player receives a +1 modifier
to any roll involving a Power Attribute (Strength, Intelligence or Presence).
Summer: The hot summer gusts bolster a werewolf’s endurance and fortitude. For the rest of the scene, the player receives a +1 modifier to any
roll involving a Resistance Attribute (Stamina, Resolve or Composure).
Autumn: An Autumn Flute aids the werewolf in incisive thinking and quick action. For the rest of the scene, the player receives a +1 modifier to
any roll involving a Finesse Attribute (Dexterity, Wits or Manipulation).
Winter: The biting chill of the winter wind infuses the werewolf’s fangs and claws. If the character successfully damages an opponent with her
natural weaponry, that opponent suffers a –2 penalty on all rolls from pain. Gifts or other effects that mitigate pain can alleviate this effect as
usual.
Action: Instant

Shadow Lure (•••)


Nearly the opposite of a Repellance, the Shadow Lure attracts the attentions of spirits. The werewolf must activate it, and thereafter whichever
person wears or carries it seems desirable to spirits. The greed and lust spirits used for Shadow Lures are usually bound into objects people will
want to wear often or constantly, such as jewelry, watches or jackets, but they are sometimes more ephemeral things.
Even a dollar bill has been made into a Shadow Lure, drawing spirits’ attentions from one person to the next as it changed hands. An activated
Shadow Lure has no effect if no one is carrying or wearing it.
Once activated, the Lure remains functioning for a week. Every spirit who looks at the person wearing or carrying the fetish believes that person
to be ideal for… whatever strange end it pursues. A body-thief assumes the person is weak-willed, a spirit of dark urges assumes the person is
ripe to be urged and a spirit with a specific agenda believes the person is somehow important. Werewolves typically use these fetishes to draw
attention away from events or people that are actually important, sacrificing an unknown mortal for the greater good.
Action: Instant

Shadow Wings (•••)


Shadow Wings usually take the form of a shirt or cloak made out of some very fine fabric. The werewolf wears only it when he intends to use
the fetish’s power; if he wears anything over it, the fetish doesn’t function.
Upon a successful activation roll, the werewolf can fly in the Shadow Realm (and only in the Shadow Realm) for three hours, allowing the
Uratha to cover about 60 miles (at 20 miles per hour or 29 yards per turn). The fetish’s spirit must rest for another three hours before re-
activation. Attacks and other tasks attempted that require a delicate touch while flying suffer a –4 penalty due to the awkward nature of the wings.

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Any bird spirit can be used to create this fetish, although owl-spirits are the most popular.
Action: Instant to activate; flying is reflexive thereafter.

Soulsoother (•••)
In times of war, it is difficult for the People to keep high Harmonies. Apart from representing the very degradation of their souls, it also reduces
their functionality: a low-Harmony army has more trouble attuning and activating its fetishes, and Essence is often too dear to spend on the
purpose. Soulsoothers are thin membranes of skin stretched tightly across a hardwood frame, decorated with calming patterns that help a
werewolf ground herself. For the rest of the scene after activating a soulsoother, treat the werewolf’s Harmony as 8 when attuning or activating a
fetish.
Typically, a werewolf uses the soulsoother just before battle, making it easier for her to activate her other fetishes when every second counts.
Wolf-spirits help create this fetish, which can only be activated once per scene.
Action: Instant

Spider Gem (•••)


Often regarded as a beneficiary creature in British mythology, the spider occupies a unique position in the mindset of many Uratha, for although
individual spider-spirits can be beneficial and helpful, the beings themselves are often seen as tainted by their distant ties to the Azlu and the
Spinner-Hag. But still, a surprising number of British Forsaken truck with the spirits and bind them into traditional fetishes. One such useful tool
is the Spider Gem, which takes the form of a common pebble or stone, featuring the glyph for “spider” scratched into the surface.
When worn next to the skin and activated, the Spider Gem allows the werewolf to cling to walls and ceilings in the manner of a spider. The
fetish-bearer effectively gains the use of the Numen: Wall Climb, as described on p. 240 of Werewolf: The Forsaken, and is subject to the benefits
and drawbacks according to the rules as presented there.
Action: Instant

Standard of Station (•••)


The Standard of Station is a piece of jewelry (any piece will do; gold necklace, silver watch, capped tooth, diamond nose ring). They’re usually
showy, flashy items in an effort to draw attention. Lodge members infuse the trinket with a spirit of pride, usually awarded to a member as he’s
made a particularly impressive accomplishment.
When the fetish is visible, the Cahalith can activate it. If successful, for the remainder of the scene, the Cahalith’s reputation bears down on
those who would oppose him. In order to attack, insult, or otherwise oppose him, an assailant must spend a point of Willpower and make a
Resolve + Primal Urge roll. If the successes scored do not meet or exceed the Cahalith’s own Glory score, the would-be assailant acts with
deference and refrains from disrespectful behavior.
Action: Reflexive

Storm Gauntlets (•••)


These fingerless gloves are made from black leather and appear to be any other pair of faded motorcycle gloves. Other Storm Gauntlets have
been created using various styles of gloves, but the fingerless black leather look seems to work the best. It is said the fetishes were once made
from metal gauntlets such as those worn by knights in the Middle Ages, and, in one instance, a pianist’s white gloves in the Victorian era. It
seems many incarnations of the Storm Gauntlets have appeared throughout the centuries.
The gloves are bound with a minor storm- or thunder-spirit, and when activated, the werewolf claps his hands together to unleash a cacophonic
crash of thunder that echoes in the minds of all those who bear the user any immediate ill will. Any attacking enemies (or enemies about to attack
in the next few seconds) within hearing range of the user suffer –2 to Initiative rolls and all dice pools involving Dexterity or Wits for the next six
turns, as their balance and hearing are distorted from the explosion of noise.
These fetishes are understandably popular with werewolves of the Storm Lords tribe, and a rarer variant exists where the spirit is bound into a
necklace, and the roar of thunder sounds when the werewolf howls. The gloves may be activated once per scene.
Action: Instant

Storm's Eye (•••) Lodge of Lightning


A Storm’s Eye is a small piece of urban rubble, such as a broken chunk of building rubble, or a piece of broken glass, worn around the neck of
the owner. Within is bound a spirit associated with peaceful days, such as a sunshine-spirit, a low-winds-spirit or a drought-spirit. When the
bearer invokes the power of this fetish in poor or dangerous weather, from tropical storms to blizzards to storm force winds, the fetish moderates
the power of the weather in the immediate environment of the werewolf, leaving her free from potential direct harm from the weather. The fetish
will not protect her from indirect harm (she can still drown if she falls into a flooded river) or from supernaturally directed weather (such as a
storm-spirit’s Blast Numen), but natural weather will not directly harm her, whether as extremes of temperature or direct force.
Action: Instant

Synchronicity Box (•••)


Only possessed by experienced Harbingers, this fetish allows the Bone Shadow to bring together disparate events and begin to establish
connections between them. The box is the size of a small chest and can hold about five cubic feet. It is fashioned of oak and bound with iron. The
inside is lined with felt. The harbinger gathers up to five items and places them in the box. If successfully activated, the Uratha learns how the
items are connected (or not) to whichever event or person the werewolf concentrates upon during the activation. The same item may not be read
by the box more than once; it will be ignored. The box only can establish rather recent connections (within three lunar months) and never
elaborates on motivations.
Durability 2 (reinforced to 5), Size 3, Structure 8, Damage 2
Action: Extended (3 successes + 1 for each item after the second, each roll takes one minute, three rolls maximum)

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Talking Stick (•••)
This fetish can be made of any kind of wieldable “stick-like” object: a rain stick, a gilded scepter, a sigil-painted umbrella, a crowbar. The
talking stick’s function is to make the speaker the focal point, while theoretically “dimming” the importance of other’s words. The speaker gains
a +1 bonus to all Presence rolls. However, those nearby (within a range equal to the speaker’s Primal Urge score in yards) suffer a –1 penalty to
their Presence rolls if they try to talk while the fetish is active and in the speaker’s hand. This is represented by them stumbling over words,
tonguetied.
The speaker’s voice, however, sounds louder, stronger, more pervasive. Werewolves use any kind of loud bird-spirit (goose, gull, mockingbird)
to make this fetish.
Action: Reflexive

Tasbih (•••)
Islamic prayer beads made of pearl, glass, seed or stone and are used to invoke the names of Allah and invoke protection. When the fetish is
activated, the werewolf becomes temporarily impervious to damage from a single foe for a number of attacks equal to the werewolf’s own Primal
Urge score. This only works against one foe. All bashing damage is ignored, and all lethal damage becomes bashing. Aggravated damage,
however, is still taken accordingly.
This fetish may only be used once per game session.
Activating the above fetishes is considered a reflexive action.

Timepiece (•••)
This fetish always take the form of a wristwatch or pocket watch and has its origins with the Iron Masters (although all tribes now create and
use them). When activated, a Timepiece records everything a werewolf experiences for three minutes, up to a range of his own senses. In effect, it
records a “piece of time” from his own perspective. It’s possible for another werewolf to see the last “recording” on the Timepiece, but only after
attuning the fetish to himself. The werewolf can then re-experience that moment at his leisure, studying it and learning from it. Besides the
obvious information- and evidence-gathering capacity of this fetish, it also has utility in combat. If used to analyze a foe’s fighting style, the
Timepiece grants a +2 modifier on all attack rolls against that foe during the next scene (and only the next scene) in which the user fights that
particular foe. A werewolf can benefit from this bonus against only one foe at a time. Only one period of time can be recorded in the fetish at
once. A new one erases the old.
Action: Instant

Trade-Off (•••)
The true nature of the Half Moon is balance, the perilous edge between light and darkness. An Elodoth who convinces a spirit to power a Trade-
Off can shift the balance of her own body. A Trade-Off is a pair of six-inch spikes. Some werewolves bind spirits of steel or other alloys, while
others prefer more traditional horn or bone. The werewolf must thread the spikes through his skin to activate the fetish, taking a point of lethal
damage. That damage cannot be healed while the Trade-Off remains in place. Once activated, the werewolf must name one group of traits:
Power, Finesse, or Resistance. All rolls using an Attribute in that group gain a +3 bonus. Rolls using Attributes from other groups suffer a –1
penalty. These bonuses apply for as long as the spikes remain in the werewolf. The modifiers provided by the fetish don’t apply to derived values
— a bonus to Finesse Attributes doesn’t affect a werewolf’s Defense. When a roll involves two Attributes, only the highest modifier applies:
when rolling Wits + Composure for perception, the roll gains a +3 bonus if the user has selected to boost Finesse or Resistance Attributes, or a –1
penalty if she’d chosen to increase Power Attributes.
Likewise, a character who boosted Resistance Attributes would only add +3 to a Resolve + Composure roll to shake off mental influence. Spirits
of balance and edges — including the spirits of ceremonial blades — can power the Trade-Off.
Action: Instant

Transportation Keys (••• TO •••••)


Transportation Key Fetishes were first created by Iron Masters to aid them in traveling quickly and securely within or even between cities.
These fetishes are made with the power of at least Jaggling spirits within specific transportation-spirit descants (car, bus, plane, train, etc.). So
one Uratha may have a ••• Plane Key Fetish, while another may have a ••••• Train Key Fetish.
Each key can be used a number of times a month equal to the fetish’s dots. The fetishes only work on public transportation vehicles and
networks. So an automobile key fetish only works on cabs, not private cars; train keys work on commuter trains, not freight trains.
The fetishes do not generate tickets, passports or identification for their users and can often lead to very sticky situations. The fetishes are
always made from very ornamental keys — skeleton keys are traditional — although some Iron Masters now make the keys out of plastic swipe
key cards.
Action: Instant
Failure: Nothing happens.
Success: The werewolf activates the fetish stating a specific destination or direction and steps onto the public transport appropriate to the fetish.
She may then instantly emerge from any of those transports within five miles per dot in the fetish.
The werewolf cannot control the exact place or vehicle from which she will emerge — the Storyteller places her as close as possible.
Example: March needs to get downtown fast. He sees a human who has hailed a cab so he burns a point of Essence to activate his •••
Automobile Key Fetish and pushes the startled human out of the way. He sits down in the cab and finds himself in another cab about ten miles
away — within a few blocks of his destination. A woman with a very puzzled look on her face is holding the door, having just stepped out of the
cab herself.
March says, “Thanks, lady” and gets out of the taxi as the cabbie screams about not splitting fares. March hurries into the crowd on the street,
leaving the two to argue and wonder what happened.

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Turn Dagger (•••)
The Lodge of the Wendigo fashion this knife to strike and flush out hidden foes. The Uratha activates the dagger and shows its wolfshead
pommel the target. When thrown, the dagger has the ability to home in on its foe, even turning at nearly right angles to seek out his blood. The
target gets no concealment modifiers from this attack. Additionally, if the target does not use a move action to remove the dagger after a
successful wounding strike, it remains in the wound, twisting from side to side, doing one additional point of lethal damage per turn. A contested
Strength roll must be used to remove the Turndagger, which resists with Strength 3. A rather demanding Wolf Spirit powers this fetish; it
demands chiminage in the form of a bowl of boiled blood after each use.
Durability 3 (reinforced to 6), Size 1, Structure 7, Damage 2 (L)
Action: Instant

Wandering Eye (•••)


Sometimes, whatever it is that an Irraka has to see is happening around the corner. This fetish (which frequently takes the shape of a glass eye)
enables a werewolf to look around obstacles, moving the perspective of his vision wherever he needs it to be, over short distances. Upon
successfully activating the wandering eye, the Uratha can move his visual perceptions as though walking at his normal Speed, out to a maximum
distance from his body equal to three yards times his Primal Urge.
While concentrating on the visual input channeled to him by the fetish, the user loses his Defense and moves at an effective Speed of 1. He can
end the effect any time he wishes as an instant action, but must reactivate the fetish if he wishes to make use of its powers again.
Mystic barriers might be able to block the sensory input granted by the wandering eye and certain beings are capable of detecting the use of its
powers upon them or their immediate surroundings.
An eagle spirit empowers this fetish.
Action: Instant

Woad Tattoo (•••)


A legacy of the Celts that has bled down the centuries, some Uratha take the tradition of painting blue woad onto a warrior’s body before a battle
to a modern extreme. Tattoos are inked into the flesh, created with a mixture of blue ink, fetish-maker’s own blood and the spirit of a stag. Most
Woad Tattoos appear on a werewolf’s forearms, biceps or back, but, in some rare cases, a particularly enthusiastic Uratha has had the tattoo cover
much of his neck and face as well. As permanent fetishes that become part of the werewolf’s body (much in the way of scar fetishes), Woad
Tattoos are highly prized and difficult to create. When activated, the tattoos run with fresh blood (causing one point of lethal damage from blood
loss and staining any clothing worn) but add +2 to the bearer’s Strength for the duration of the scene.
Action: Reflexive

Wolf-Drinker (•••) Cult of Bones


This leaden ritual knife is much sharper and harder than its material would seem to suggest. The Cult of Bones crafts such tools — and weapons
— for the purpose of collecting Essence of the proper resonance. If the wielder kills a werewolf, wolf-blooded, wolf- or lupine-spirit with this
knife, she may activate the fetish as a reflexive action. Success stores a point of Essence within the blade; the Essence is of a lupine resonance
unless the process of the kill was violent and cruel enough to taint the spiritual energy.
The knife’s wielder may use the stored Essence point as if the knife were a touchstone, though most cultists transfer the Essence into a shared
cult vessel in preparation for their ultimate goal.
Action: Reflexive

Wraith-Claws (•••) Lodge of Cerberus


The ritual weapon of the Lodge of Cerberus is nothing less than the claws of the werewolves that join. Wraith-Claws were created by the first
members of the lodge who had no means of harming the souls of the dead.
These founding lodge members carved First Tongue glyphs into their fingernails; each hand bearing the symbols for Life, Death, Duty, Soul and
the name of their totem, Cerberus. When the carvings were complete, the Uratha bound death-, snake- or pain-spirits into their fingernails as if
they were fetishes. These glyphs allowed the werewolves’ claws in Dalu, Gauru and Urshul to wreak terrible damage against the insubstantial
bodies of ghosts. In Hishu or Urhan form, the nails and claws are too small to do significant damage, but they still seem to pain (but not injure)
any ghost “touched” by hands with Wraith-Claws. Characters with Wraith-Claws can attack ghosts as if they were physical opponents, adding +1
to any attack rolls against human spirits.
One spirit remains bound in all 10 nails, and the glyphs are visible in all forms as black symbol scratches on the fingernails or claws. Curiously,
a character’s fingernails cease to grow after the spirit is bound within them. Binding a spirit into a character’s claws is not a painless process.
A character with Wraith-Claws suffers a permanent –1 penalty to all Physical rolls involving fine Manipulation (excluding Combat) due to the
constant throbbing pain of the malicious spirit within his fingernails.
The creation of these fetishes is always a challenge, and werewolves are advised to gather extensive chiminage before attempting to create
Wraith-Claws.

Level 4 Fetishes

Arrow Chain (••••)


A Hunter in Darkness from the Pacific Northwest created this unique fetish to aid in stealthy raids. Activating the fetish does not ensure success.
It also takes good archer to make this fetish perform. The fetish actually consists of several parts — a quiver and 20 arrows. Arrows fired from a
bow can be made to stick into the air itself, and hold fast even under the weight of a werewolf in war form (Strength 8). The archer merely
chooses any point in the sky and aims an arrow there. If the shot is successful, the arrow stops as if it had struck something and is held fast for the
scene. The Arrow Chain has many applications, but they are most often used as a ladder or even a bridge (for the dexterous). Lining up the
arrows in such a manner is still rather difficult; each shot suffers a –4 to target the appropriate spot, not including range modifiers.
After the scene, or upon the command of the master, the arrows return to the quiver. This fetish is made from an air elemental. If the quiver or

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more than half of the arrows are ruined, the fetish is destroyed.
Arrow: Durability 1 (reinforced to 5), Size 1, Structure 6, Damage 2
Quiver: Durability 1 (reinforced to 5), Size 2, Structure 7
Action: Extended (to form the rungs of a ladder 1 success is needed for every 2’ of distance between targets, or 3’ in Gauru form; each shot takes
one turn; maximum of 20 rolls)

Band of Restraint (••••)


Being a werewolf means building a life around burning Rage. Uratha who face their foes may fall to dread Kuruth, the Death Rage, but any
situation can provoke the beast within. A couple of pool-sharks who try shaking the werewolf down in a crowded bar can send her over the edge,
as can someone holding a gun to her child’s head. Even werewolves with high Harmony feel the fires burning within. Perhaps her husband
reveals that he’s joined a werewolf-hunting conspiracy by pointing a shotgun at her chest. Whatever the case, sometimes the threat of Kuruth is
too great. In combat, perhaps it can be excused, but not outside. A Band of Restraint is a woven band, threaded through with the werewolf’s hair
and decorated with Half Moons, scales, shackles, and chains: symbols of balance tempered with restraint.
A werewolf has to activate a Band of Restraint in a short period of meditation when he remembers all the times people have pushed him to the
edge, whether he went over or not. Once that’s done and the fetish is activated, the character adds four points to his Harmony when determining
what events outside of combat will provoke Kuruth, as shown on the table on p. 174 of Werewolf: The Forsaken; note that if the werewolf’s
adjusted Harmony is above 10, he cannot be provoked to Death Rage. The Fetish’s effects last until the moon next sets. Spirits of chains or
bindweed — those that restrain and entangle — can power a Band of Restraint.
Action: Extended (15 successes required; each roll represents 5 minutes)

Betrayer Skull (••••)


This exceedingly malicious and difficult-to-create fetish is made by binding a spirit of rage or anger into the skull of a Forsaken werewolf who
died from a head wound. When the fetish is activated, a whispering voice echoes from the break in the skull, revealing to the bearer where the
closest Urdaga pack totem is. The directions given are vague but always accurate, though no information regarding the spirit’s powers or pack
allegiance are given. These fetishes are among the most useful weapons in planning an assault against a Forsaken hunting ground, and the
Predator Kings guard them fiercely, even from the other Pure. Betrayer Skulls are notoriously hard to make, since guaranteeing that a werewolf
died from a head wound short of assassination by gunshot is difficult. An alternative version of the fetish is rumored to have seen use among the
Forsaken, in which a spirit bound into a Pure skull reveals the location of Anshega pack totems and engum.
Action: Instant

Biografia Perfeita (••••)


The Biografia was created in Portugal by a member of the Lodge of Scrolls who was fascinated by the stories of each person’s life. This
handmade, leather folio is rather unwieldy, being two feet wide, three feet in length and over eight inches thick. To activate this fetish, the
werewolf must touch the book to the target’s skin. The target can resist the effects. If successful, the blank pages of the book begin to fill with
raw, stream-of-consciousness writing in longhand (and in Portuguese). The words on the page remain for two hours.
Still, it allows the Uratha to research several questions about the person’s life — use the normal rules for research found in the World of
Darkness, p. 56. Simple information about the events of a life requires three successes.
Basic information requires five, but deep secrets require ten successes. Each roll takes a half an hour; therefore, there is a maximum of four
rolls.
Durability 1 (reinforced to 5), Size 2, Structure 7, Damage 1
Action: Contested (Harmony versus target’s Composure)

Bone Whistle (••••)


While most werewolves don’t have much truck with the ghosts of dead humans, the Bone Shadows are interested in those strange echoes from
beyond the grave. A Bone Whistle, fashioned from any decent-sized bone and imbued with a loon-spirit, forces any ephemeral spirit or ghost in
the material world within 20 feet of the Uratha to become visible to all viewers when the werewolf blows. Spirits in possession of physical hosts
or objects appear superimposed on their hosts’ physical features. A spirit’s Resistance is rolled as a dice pool in a reflexive and contested action.
If successes rolled for the spirit match or exceed those achieved in the fetish’s activation roll, the spirit is unaffected. If multiple ghosts or spirits
are within range and in the material world, a contested roll is made for each, with successes achieved compared to those of the fetish user.
Action: Instant

Effigy of the Hunters (••••)


This fetish appears as a carved statuette approximately the size and width of two fingers. Effigy of the Hunters can be carved roughly or with
great skill, from any durable material, but must show the faces of at least five wolves.
The spirit of any animal that hunts in a pack (which can be rare in Britain and difficult to find) is bound within the fetish, allowing the bearer to
activate the fetish and call five wolf-like war-spirits to her aid. These spirits can only manifest in the Shadow Realm, and each fight using a
Power, Finesse and Resistance of 3. The war-spirits are incapable of communication, and instinctively attack anyone the bearer of the fetish
regards as an enemy. The effects of the Great Hunt last for a scene. This fetish can be activated once per moon phase (roughly twice per week).
Action: Instant

Four-Fingered Charm (••••)


This fetish is four human fingers, dried, and bound together with wire or leather cord. The fingers often retain the flesh, though the drying
process makes it rough and papery. Most werewolves hang this talisman around their neck, though some keep it on a bracelet or shoved away in a
deep pocket. When the fetish is used reflexively just before performing an act of theft, the fetish confers upon the werewolf’s Larceny roll the “9
again” rule. Moreover, any attempts by witnesses to notice the act of theft (likely with a Wits + Composure roll) are made with a –2 penalty. This
fetish is created with a crow- or blackbird- spirit. Action: Reflexive

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Gibbous Horn (••••)
This potent fetish demands a heavy price, a touch of madness. It looks like an ebony Victorian listening horn, with ivory inlay of the gibbous
moon. Upon activation, the Uratha can ask a question into the bell and then listen to the voices of the Lunes for an answer. The character
automatically falls into a fugue state, as if suffering from derangement (see World of Darkness, p. 100). At the end of the bout of madness, she is
awarded with a vision that contains hints as to the answer to her question. Her actions during the fugue may also hint at the answer.
A Cahalith must be used to craft this fetish.
Durability 1(reinforced to 5), Size 2, Structure 7
Action: Instant

Horn of Munin (••••)


It’s said that a Blood Talon Cahalith, one of the founding members of the Lodge of Swords, made this fetish’s creation his life’s final work. It is
a huge horn, carved from block of red marble and inlaid with obsidian ravens and bound in iron bands. He is only known as Muninson now, but,
as he aged, he grew tired of the pointless battles often fought by his tribemates and wished for a way to put them to a stop — to give a chance for
cooler heads to prevail and to prevent a mockery of Glory. Legend has it that it is his spirit that animates the horn. The Horn of Munin’s function
is to allow all werewolves within range under the effects of Rage to remember their calmer natures. All within 50 feet of the bearer immediately
make a Harmony roll — any success immediately drops the creatures out of Death Rage or Gauru form. Those who fail the roll are stunned (and
they lose their next action).
The werewolf who activates the fetish takes two levels of bashing damage when doing so — sounding the horn is a tremendous effort, even
punishing.
Durability 2 ( reinforced to 7), Size 3, Structure 10
Action: Reflexive

Knock-Knock Stick (••••)


These tools are among the most unsubtle fetishes used by the Forsaken of Britain. Guns are nowhere near as common as they are in America, so
when a werewolf makes a fetish firearm, there is usually something special about the weapon. A perfect example of this is the type of fetish
called a Knock-Knock Stick. These items take the form of a shotgun, bound with a bull-spirit, and often showing the etched glyphs Nu Bath
Githul — The Herd Must Not Know.
When activated and fired at any unliving object (cars, doors, walls, etc.), the spirit within the gun rages out and smashes into the offending
structure, most likely knocking it down or destroying it completely. The gun cannot damage anything larger than Size 7, though the weapon can
break open Size 7 holes in a larger object if fired at one, such as a bus or house wall. This in itself might be enough to cause enough structural
damage to bring the target crashing down.
Attack rolls are made as normal, with a +4 bonus for the Knock-Knock Stick as a tool. Damage done is determined normally, but the applied
damage ignores the item’s Durability, directly attacking the Structure. Used against living targets, in addition to shell damage, the shotgun knocks
the target backwards five feet per damage point applied after soak.
Action: Reflexive

Lightning Chain (••••)


This weapon is made from a thick chain about 10 feet long — the links of the business end are wrapped with copper wire. The Lightning Chain
is one of the hallmark weapons of the Lodge of Wrath. It is often used by them to deal with interloping humans who provoke them into
murderous action. A lightning spirit-must be used to fabricate it. If struck with the inactivated chain, it does normal damage (listed below). If
activated, the chain’s damage is a major electrical blast, doing 6(B) damage. Normal armor offers no defense against this electrical attack.
Furthermore, the target must make a reflexive Strength roll in each turn of contact. Failure means the target is still connected to the Lightning
Chain and suffers its damage each turn until a successful roll is made or the chain is discharged. The Uratha does not make further attack rolls
after the first combat turn. The target either succeeds at the reflexive roll or suffers 6 dice of damage. The chain only holds a charge for three
turns. Afterwards, it must be connected to a major source of electricity for an hour to regenerate.
Durability 3 (reinforced to 6), Size 4, Structure 10, Damage 2 (B)
Action: Reflexive

Lightning Rod (••••)


This fetish is not a literal lightning-attracting device, but an object that can save a werewolf’s life in the event of a surprise attack. It must be
created from a hand-held object and must actually be in a werewolf’s hand to be useful, so many Lightning Rods are actually created from
gloves. If a surprise attack or ambush is staged against the wearer, the Storyteller makes an activation roll on the player’s behalf. If it’s successful,
the werewolf’s hand jumps toward the source of the attack (actually, the fetish jumps, carrying the hand with it) and absorbs some or all of the
damage inflicted. It absorbs up to seven points of bashing damage, five points of lethal damage or three points of aggravated damage inflicted in
a single attack, with any excess affecting the wearer normally. This effect applies to only the first attack staged against the fetish user in the
ambush. The protection applies even if the victim notices the attackers before the trap is sprung (that is, a successful Wits + Composure roll is
made). Any damage absorbed by the glove is determined after the wearer’s Armor or Defense (if any) is applied against the attack. Any quick-
moving spirit (cat, fish, spider) can be used to create this fetish.
Action: Reflexive

Lionel’s Promise (••••)


They say that Lionel’s Fist, a blessed pack of Iminir, once traveled the rough and wild trails of the western frontier. These fine Uratha were the
greatest of their time, leaders without par who led numerous battles against the Pure before finally being overwhelmed and destroyed. Only
recently have the Forsaken regained Lionel’s Promise, a necklace of ivory beads on a leather thong of deceptively simple appearance, from the
Pure.
Close examination reveals (to those versed in such things) that the beads are the polished teeth of a fallen werewolf and the thong his or her

32
tanned skin. Each bead bears a light carving of an Uratha glyph, though these are almost impossible to see when the fetish is inactive. When
charged with spiritual energy, the glyphs take on a pale silver glow, wreathing the wearer in a mantle of power and authority. Once every 24
hours, a character may expend one Essence to gain a bonus to all Social rolls equal to his Cunning. (The fetish was originally crafted for a
member of the Lodge of Crows.) This power lasts for the scene.
Furthermore, the character seems preternaturally trustworthy to others. While benefiting from this fetish’s power, she may roll Manipulation +
Persuasion + Cunning versus a subject’s Composure + Primal Urge as an instant action to entice a character to reveal some great secret. This is
almost always something the subject feels guilty about; the subject usually reveals the last action she committed that necessitated a degeneration
roll, whether she succeeded or not. Otherwise the secret may be a pack or lodge secret. The subject may expend two points of Willpower to
overcome this compulsion.
Action: Instant

Luna’s Mercy (••••) Lodge of Praetors


Luna’s Mercy is the name given to the traditional fetish daggers of the Lodge of the Praetor. Not all Praetors carry Luna’s Mercy, but many of
the more zealous members of the lodge pride themselves on owning such a weapon. To create Luna’s Mercy, a werewolf must bind a spirit of
pain or sorrow into a klaive dagger that bears the symbol of Mother Moon on both sides of the blade.
These are vicious weapons, and when activated, they have two abilities that the Praetors use to full advantage. The first is that the dagger adds
+4 to attack rolls against anyone the wielder is certain has broken the Oath of the Moon. The Praetor must have solid evidence, such as
eyewitness accounts or a confession, for this power to work, but it will function even if the target has never truly sinned — all it requires is the
wielder’s belief. The second power the weapon bears is the ability to sense when a lie is spoken in the bearer’s presence. The weapon must be
activated and touching the Praetor’s skin to use this power, but any falsehood spoken to the Praetor will cause Luna’s Mercy to tingle against his
flesh.
Action: Reflexive

Man's Hammer (••••)


The People respect humanity’s aptitude for destruction. Recently, an Elodoth of the Meninna created a fetish capable of destroying any single
object wrought by man. Since then, similar items have been created. Usually Man’s Hammers are made from actual hammers, but all of them
contain metal of some kind. Upon successful activation, the Uratha has four turns to use the Man’s Hammer to smash man-made objects. The
hammer cannot affect anything larger than Size 5. Attack rolls are made normally, with a +2 bonus for the hammer as a tool. (It is considered Size
1 and has a Damage rating of 2.) Damage done is determined normally, but the item’s Durability is ignored. So, damage is done directly to the
item’s Structure. If a target is small or carried by someone, a specified-target roll is required (see the World of Darkness Rulebook, p. 165). Used
against a living or undead target, the hammer gains no special bonuses. A person’s worn armor can be targeted with the fetish, though. A
specified-target roll may be required based on the Storyteller’s discretion.
The target’s Defense applies against the attack, but Armor doesn’t. If successes rolled in the attack exceed the highest of a piece of armor’s
ratings (say, 3 for armor rated 2/3), the armor is destroyed and useless thereafter.
Points of damage inflicted on armor over successive turns are cumulative. Damaged inflicted reduces a target’s ratings appropriately until they
drop to zero, at which point the armor is ruined. Magical armor or armor resulting from a target’s own body cannot be damaged or destroyed.
When worn armor is attacked with a Man’s Hammer, the wearer suffers no damage. After four turns pass, a Man’s Hammer goes dormant,
acting as a mundane item thereafter. It cannot be activated again for 24 hours.
Action: Reflexive

OmniTool (••••)
Many humans carry pocket-knives or multitools in case they are caught without a knife, a screwdriver or a pair of pliers. The resultant tool is
rarely as useful as a dedicated item, but it gets the job done. The Iron Master who created the Omnitool thought exactly the same thing. A battered
metal box, eight inches square and three inches deep, the fetish doesn’t look like much. When the owner is hunting, however, she sometimes
needs something she doesn’t have with her. In the space of one hunt, a werewolf might need a laptop computer to research the people his prey
was meeting, and a set of lockpicks to investigate the secret rituals in a warehouse basement without the cult being aware. The Omnitool provides
whatever she needs. Provided that the wielder is hunting, she whispers her need for a single item in the First Tongue as she activates the fetish.
When she opens the box, she’ll find something that she can use, crafted out of what looks like horn or bone.. If the object produced by the
Omnitool would normally provide a bonus on a roll, reduce that bonus by 1. The fetish cannot be used again until the user returns the item to the
box — though caltrops are useful, recovering them is nearly impossible — and the werewolf can use the Omnitool only once per dot of Harmony
over the course of a single hunt.
When the hunt is over, the spirit within the fetish must rest for a full day and night before being used again. Spirits of nesting birds and tool-
using animals can power the fetish, as can urban spirits of desperation.
Action: Instant

Parasite Shard (••••)


Also called “blood leeches” and “skin ticks,” these weapons are used to give Forsaken opponents a nasty surprise in battle. Predator Kings who
use these tools often do so as a parting shot in a losing battle. The Parasite Shard is a wedge of broken glass or sharp rock small enough to hold as
a knife or dagger in a human fist. A single rune is marked on the surface of the object: luzuk — the First Tongue word for “thief.” Within this
jagged, homemade knife is a bound mosquito- or tick-spirit. When used as a weapon, the Parasite Shard acts as a standard dagger. However,
when the weapon is activated, if the Parasite Shard causes even a single health level of damage, the knife buries itself within the victim’s body.
The victim has a single turn to pull the Shard out as it digs in, using a Strength + Athletics roll and requiring an extraordinary success. Failure to
do so (which is likely, as the Shard digs in at sickening speed) results in an additional level of lethal damage. Once inside a body, the Parasite
Shard sits within the flesh of the victim for 10 (minus the host’s Stamina) days, and can only be removed via surgery or physically digging the
Shard out of the victim’s chest (causing varying levels of lethal damage as the Shard moves to escape removal).
For the entire duration the Parasite Shard is within the body, the host gains no sustenance from either food or water. No matter how much she

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eats or drinks, she suffers the effects of deprivation as noted on p.175 of the World of Darkness Rulebook. This isn’t sufficient damage to kill
most Uratha, but will severely weaken them over time. After the duration is over, the Shard pushes its way out of the body, cutting flesh for
another two levels of lethal damage. With the Shard’s vicious function completed, the fetish drops to the ground, ready to be collected and used
again.
Action: Reflexive

Peeper Jar (••••)


The Peeper Jar is an eyeball, most likely human (though any mammal’s eye will do), sitting in a Mason jar filled with brine. A werewolf can
place this jar anywhere, activating it at the time of the drop. For the next 12 hours, he can spend a Willpower point and close one eye, and see
through the eyeball in the jar. The eyeball actually moves around, jerking left or right depending on which direction the werewolf “looks.” He can
have full 360-degree vision, provided the view from the jar isn’t somehow blocked. A paranoia- spirit gives life to this fetish.
Action: Instant

Salmon Charm (••••)


This fetish takes the form of a small, finger-sized carving of a salmon, twisting as if it were leaping into the air. This is an extremely useful tool,
serving two purposes when activated. The salmon-spirit within the carving increases the bearer’s Wits by 2 for the remainder of the scene, and
also allows the user to use the two-dot Strength Gift: Mighty Bound. The effects of both powers last for a scene, and the werewolf is capable of
using either ability (or both) when the fetish is active.
Action: Instant

Spirit Anchor (••••)


Spirits are notoriously hard to destroy. Attacking with claws and fangs typically discorporates them, and that’s a temporary fix at best. The Spirit
Anchor, a fetish taking the form of a square piece of fabric about two feet on a side with metal weights affixed to the corners, prevents a spirit
from discorporating for any reason. The spirit can flee using whatever means of locomotion are available (a spirit resembling a bird can fly, a
spirit with legs can run, while an abstract spirit with no real form usually just falls to the ground and remains there), but the spirit’s Speed is
greatly impaired.
To use this fetish, the werewolf must throw it on top of the spirit, after successfully activating the fetish. Throwing it onto a spirit requires the
player to roll Dexterity + Athletics minus the spirit’s Defense (armor does not apply). If this roll succeeds, the spirit rolls Resistance, contested by
the werewolf’s Presence + Primal Urge. If the spirit wins, it shakes off the anchor. If the spirit loses, its form solidifies. The spirit cannot
discorporate, even if reduced to zero Corpus (any further damage comes of the spirit’s Essence, which of course can destroy it — see p. 275 of
Werewolf: The Forsaken). Furthermore, the spirit’s Speed is reduced by half (if it has any visible means of movement) or reduced to 5 (if it does
not have legs, wings, etc.).
When the Spirit Anchor is in place, a werewolf attacking the spirit must take care not to damage the fetish. The werewolf’s player can take a –2
modifier (above and beyond Defense) to avoid hitting the Spirit Anchor, unless the spirit is Size 7 or larger, in which case the werewolf is
assumed to have ample space to avoid the fetish. If the player does not take this modifier, the Storyteller rolls a die every time the spirit is
successfully attacked. On a roll of ‘1,’ the Anchor is damaged, and the effects end. The Anchor can be repaired (extended Dexterity + Crafts, 10
successes necessary; each roll takes one day).
The spirit of any large, heavy animal can empower this fetish.
Action: Reflexive

Tempest Cane (••••)


This fetish is always fashioned into some kind of silver-headed rod, staff or cane and is a favorite of the Lodge of Thunder. It gives the wielder
the ability to travel via a storm’s fury. As such, it only functions outdoors and during a storm. Furthermore, the distance traveled is also limited to
the area of the storm. The werewolf concentrates on his destination. Success indicates a bolt of lighting strikes the Uratha — he seemingly is
evaporated, but actually appears at his destination instantaneously in another blast of lightning, unharmed. The werewolf can travel up to one
mile per success on the activation roll; if he doesn’t garner enough successes to travel the whole distance, he still travels the given distance in the
appropriate direction.
Durability 2 (reinforced to 6), Size 2, Structure 8, Damage 2(B)
Action: Instant

Traveler's Blanket (••••)


Popular with the Ghost Wolves, this 4’ x 8’ green wool blanket has the unique property of holding a lot more than it would appear. Items can be
piled on the open blanket. When it’s folded up, it has no more mass than a folded blanket — no matter how many things are hidden within. As
long as any two opposite corners of the blanket can touch one another over the cartage, the fetish can be activated. Mundane detection devices
cannot detect the presence of anything in the blanket, unless unfolded. Living beings ca not be enfolded in the blanket — only
inanimate objects.
Durability 2 (reinforced to 6), Size 3, Structure 9
Action: Instant

Level 5 Fetishes

Alpha's Crown (•••••)


Packs of wolves fall into a natural pecking order. Packs of humans (and therefore werewolves to some degree) have no such instinct, so they
squabble. An experienced Blood Talon, annoyed with his packmates and their constant insistence on voting on actions, created this fetish to
inspire instinct. When worn by an Uratha, this leather-and-bone headband forces all other werewolves in the wearer’s vicinity (within line of
sight) to obey him, provided that those werewolves have a lower Renown total (all five traits added together) than he does. If his is the highest

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total, other werewolves present instinctively obey the wearer. If another werewolf present has a higher total, all other werewolves (including the
wearer) obey that Uratha. If there’s a tie in totals, roll a die to determine the winner.
Following the leader’s commands feels natural and acceptable; instinctive rather than forced. A reflexive and contested Resolve + Primal Urge
roll is required to defy a command, with successes rolled exceeding those achieved in the activation roll of the crown. No commands are
followed that will lead to harm, and anyone attacked by the leader has free will for the remainder of the scene. If a newcomer arrives in the space
of the scene, a contested roll is made for him whenever he resists a command. Leaving the wearer’s line of sight frees a werewolf from influence,
but returning to it calls for contested rolls once again.
The Alpha’s Crown can be used only once per day. It doesn’t work on wolf-blooded, humans or other supernatural beings.
Action: Instant to activate; reflexive thereafter

Alphaskin (•••••)
Crafted from the skin of alpha wolves by members of the Predator Kings, this rather crudely stitched cape of wolfskin makes the alternate forms
of the Uratha even more formidable. When the wearer is shapeshifting, the cape molds itself to the new form of the werewolf. The Dalu form is
given a thick mane of hair, while Gauru and Urshul have a dark fringe that stands up along the spine.
This fetish is powered by an ancestor-spirit of the Predator Kings. Upon activation, the fetish grants a potent boost to the Physical Attributes of
its wearer; the bonuses last for one minute per success on the activation roll. However, while the Alphaskin’s blessing is in effect, so is its curse;
the wearer suffers a –1 penalty to all degeneration rolls.
• Dalu: +1 Strength
• Gauru: +2 Strength
• Urshul: +1 Strength, + 1 Size, +1 Speed, +1 Health
• Urhan: +1 Strength, +1 Size, +2 Speed, +1 Health
Durability 2 (reinforced to 7), Size 3, Structure 10
Action: Reflexive

Dead Zone (•••••)


A Dead Zone is a truly nasty fetish, something that most werewolves wouldn’t go near. Only the most skilled Elodoth can convince a spirit to
lend its power to strengthening the wall between worlds, and only a foolish Uratha would want to create one in the first place. But when fighting
a pack of Pure with many spiritual allies, or enacting a punishment on a powerful Ithaeur, sometimes a Half Moon wants to remind people that
the dark side of the moon hides truly dirty tactics. A Dead Zone is a sharpened bone taken from an honorable man. Driving the bone into the
ground activates the fetish. The spirit world grows distant in a radius of twice his Harmony. Loci in the area seal up temporarily, and spirit magic
becomes harder to use. All Gifts and rites used in the area of a Dead Zone require an extra two points of Essence to use. A werewolf cannot gain
Essence in the presence of a Dead Zone, and a spirit in Twilight must spend Essence each minute, rather than each hour (per the Gauntlet Breach
Numen, Werewolf: The Forsaken p. 277). The nullifying effect lasts until the end of the scene. Spider-spirits and spirits of order can power a
Dead Zone, and rumor has it that some Azlu know how to make items that work in the same way.
Action: Instant

Decay Tattoos (•••••)


Few Predator Kings can be said to respect humanity, but some Ninna Farakh feel Dire Wolf’s bond so strongly that they emulate his hatred for
everything wrought by Man’s hands. An extremely painful way of proving one’s empathy for the tribal totem is to suffer the creation of a Decay
Tattoo. The process takes several nights, involving spiraling, hateful tattoos being etched into the bearer’s hands, palms and fingers using a
mixture of black ink and the blood of seven or more Predator Kings. When completed, the patterns will almost completely cover the hands from
the wrist down in twirling, angry red script. At this point, a powerful spirit of entropy is bound into the werewolf’s new tattoos, which causes
feverish pain (–2 to all dice rolls) for 48 hours.
After the recovery period, the fetish can be used normally. No matter where it is activated, the Decay Tattoo effects last for a scene. When the
fetish is activated in the Shadow Realm, the bearer’s claw or hand attacks deal aggravated damage to any spirit of a human-made object or item.
In addition to this, if the fetish is activated in the physical world, when the bearer strikes human-made objects (even when using other tools or
weapons), the attacker ignores an object’s Durability when attempting to damage the object, applying damage directly to the object’s structure.
This includes attacking an opponent’s armor, though the wearer is not damaged, only the armor worn.
Creating and using Decay Tattoos is often concurrent with raising Honor Renown, and any character bearing them will be instantly recognizable
to all Predator Kings as a werewolf who has a deep understanding of the tribal totem’s heart.
Action: Reflexive

False Locus (•••••)


A scout needs to be able to master many terrains in order to best fulfill his function. An Uratha, unfortunately, has two worlds to worry about,
both equally important and each one as likely as the other to hold valuable resources, vital intelligence, or an enemy ambush. Since werewolves
can typically only cross the Gauntlet at the site of a locus, however, the tactical options available to a New Moon outrider are somewhat limited.
This fetish (typically fashioned into a choker, leather bracer, or some other tightly-secured article of clothing or adornment) alleviates some of
that difficulty, obviating the need for a locus, though at an often steep cost. Upon successfully activating this fetish, the Uratha must spend points
of Essence, as a reflexive action, equal to twice the local Gauntlet penalty for stepping sideways (see Werewolf: The Forsaken, pp. 250–1),
whereupon she begins the customary 10-turn transition through the Gauntlet. Note that this Essence cost will almost certainly necessitate multiple
turns of Essence expenditures for werewolves with low Primal Urge scores. The Uratha may not act as a pathfinder for others when using the
false locus; when she crosses the Gauntlet, she crosses alone.
This fetish is empowered by a spirit of crossings or travel.
Action: Instant

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Heritage Fang (•••••) Lodge of Crossroads
A Heritage Fang is a permanent weapon, one that was fashioned from a piece of American folklore. Only the most senior lodge members bear
these immensely valuable relics; Tom Steele is rumored to have carried the hammer of John Henry, and rumor has it that another of the lodge
currently holds a crossbow strung with strings from the Devil’s own fiddle. When activated, a Heritage Fang grants a +1 bonus against any
American-born (and American-Changed) supernatural enemy. In addition, such fetish weapons use the “9 again” rule regardless of opponent.
Some are said to have additional powers, but bear curses along with them — John Henry’s hammer was said to flood the bearer’s strength, but at
the cost of his stamina.
Action: Reflexive

Herne’s Black Lantern (•••••)


This powerful fetish was created by a Hunter in Darkness known by his packmates as Herne the Huntsman. It was crafted from a black paper
lantern drizzled with goat’s blood. A white tallow candle burns within, though the flame never burns the paper, or the candle burn down (though
one can purposefully put out the flame). When activated, the lantern casts eerie shadows over a radius of 100 yards.
Any humans who come within that radius begin immediately to feel physically queasy and emotionally unsettled. They instinctively leave the
lantern’s radius, subconsciously identifying it as the source of their discomfort. Should they remain within that radius for more than a turn, they
suffer a –3 penalty to all rolls within that area until they leave it. If placed within 10 yards of a locus, the fetish takes on further properties when
active. If any spirit or creature attempts to take Essence from that locus, a lick of searing white flame flicks out and causes one point of
aggravated damage per point of Essence taken. Only the werewolf to whom the fetish is attuned may take Essence without assuming this damage.
This werewolf may also end the effect at any time. The fetish remains active until the next lunar phase, at which point the fetish can be
reactivated. A firefly-spirit fuels this one-of-a-kind fetish.
Action: Reflexive

Liar's Delight (•••••)


While an Iron Tongue lets a werewolf request favors of an object, Liar’s Delight allows so much more. A cog no more than half an inch in
diameter taken from a smashed-up pocket watch, a werewolf who places Liar’s Delight under his tongue and activates it can talk to complex
objects for one scene. Not only that — he can lie to them, and they may believe him. This fetish considers a complex device to be anything that
relies on electricity or chemical energy to function — cars, guns, computers and so on. Simpler machines, from trebuchets to gumball machines,
don’t understand him. The werewolf can glean information about a device by asking it (Presence + Empathy), and can persuade or scare
machines into functioning as he commands (Manipulation + Intimidation or Persuasion). He communes directly with the items’ spirits in his
native tongue, though only he can hear any responses.
Devices can’t do anything they couldn’t normally do, but the werewolf can use his Social Skills to command anything that can hear him. With a
successful Manipulation + Subterfuge roll and a point of Essence, the character can convince a device of something that isn’t true, though the roll
is modified for how audacious the lie is. “You’ve got plenty of gas to get us across the state line,” “I left one in the breech, so you’re good for
another shot,” and “The rotors will hold until you land” are all potentially true if the werewolf is convincing enough. Spirits of advertising and
politics can fuel a Liar’s Delight, if the werewolf is canny enough to trick them into the fetish.
Action: Instant

Milewalker’s Cloth (•••••)


Some werewolves, such as the titular Milewalker, claim no one territory and remain itinerant. This old fetish is a set of two cloths that look like
white, gauzy bandages. A werewolf wraps both of his bare feet in these cloths. Once the fetish is activated, the Forsaken disappears from the
physical world, but doesn’t go to the Shadow, either. Some speculate the fetish allows the werewolf to walk between worlds, perhaps along the
razor’s edge of the Gauntlet, while others say he must be going somewhere else entirely. All the werewolf can see in this place-between-worlds
are roads and paths previously traveled. These paths are lit up with brightness according to their frequency used (I-95 would shine as brightly as
day, while a deer trail used by only a few hunters might appear as faintly luminescent as a dying flashlight). She sees no humans, spirits or other
werewolves. Provided she treks upon these previously traveled roads, her travel time is cut significantly.
What would normally take her one hour now takes her 10 minutes (therefore, a six-hour trip would only last one hour). The fetish lasts until her
journey is complete, and she reaches her destination (i.e., wherever she stops for more than an hour). This fetish is bound with a road-spirit.
Action: Instant

Moonshunner (•••••)
A Fire-Touched master craftsman created this fetish after he lost two packmates battling the Forsaken. The battle, it is said, raged through the
day and into the evening, but as the full moon rose, the Forsaken gained a second wind and defeated the Pure. This craftsman, whose name has
been lost to time, vowed that not only would Luna not succor that pack again but she would become their bane. He set to work on the
Moonshunner.
The fetish takes the form of a series of rings made of brass, iron and bone, resembling a set of brass knuckles. Spurs of metal jut forward, and
when used as a simple weapon, the Moonshunner adds two dice to Brawl attacks. Such attacks inflict lethal damage. Activating the fetish,
though, unleashes its true function.
The fetish is home to two spirits. One is an Ithalunim, trapped in an endless cycle of pain and sickness. The other is the spirit of a wasting
disease. If the wearer inflicts damage on a Forsaken werewolf with the Moonshunner, the victim immediately feels a suddenly, wrenching
sensation, as though her soul had been moved slightly out of joint. The victim makes a contested Stamina + Resolve roll (Natural Immunity
applies) against the activation successes for the fetish wearer. If the victim wins, she loses two points of Essence but suffers no further effect
(though the wearer can attempt to infect her again). If she loses, she contracts a disease that makes her allergic to moonlight. Whenever she is
exposed to moonlight, she suffers one level of aggravated damage, just as though she had been damaged by a silver weapon. If the moon is
currently in her auspice phase, she also loses a point of Essence when she first sees the moon (rather than gaining one). Lunes also sicken and
terrify her — if she is ever in the immediate presence of a Lune, she must immediately check for Death Rage.
The Moonshunner’s disease does not naturally improve or worsen, or is it communicable. There are two ways to cure the disease. One is to

36
perform a specially tailored version of the Rite of Healing. A werewolf who knows the rite can attempt to alter it to cure the disease. Doing so
requires 30 successes on an extended Intelligence + Occult roll, where each roll represents one day of work.
Of course, a werewolf who cannot hunt by moonlight often goes mad in short order — which is what the Fire- Touched were counting on. The
second method of curing the disease is the Rite of Purity (see p. 126) — often as a prelude to the Offering of Blood and Silver.

My Brother’S Shadow (•••••)


When a Blood Talon warrior dies, his packmates sometimes choose to honor his memory by crafting one of these fetishes. My Brother’s
Shadow is a small, easily portable representation of the fallen pack member; a photo is acceptable, but traditionally the pack members carve a
small statue or paint a portrait themselves. A spirit of remembrance is placed into the fetish, representing the bond that will never be forgotten.
Any pack member may hold the fetish and automatically remember in perfect detail any event that he and the deceased pack member shared,
with no roll required. In times of great need, the fetish may be called upon to conjure forth the memory of the dead warrior to fight alongside his
brothers.
When the fetish is activated, a shadowy reflection of the deceased werewolf manifests, looking exactly as he is remembered by the viewer
(characters who have no memory of the deceased see only an indistinct shape). This shadow-double is not the ghost of the dead werewolf, merely
an ephemeral construct. It never speaks, cannot use Gifts, rites or fetishes, and is incapable of taking any action other than fighting alongside the
fetish’s owner. The double has the same Traits as its living counterpart, but all values are one dot lower. The double possesses ephemeral versions
of any equipment the dead Uratha carried, which lack any supernatural properties and cannot be used by other characters. The double fights for
one scene, then dissipates. The immense energy required to call up this double means that the fetish may be used only once per story.
Action: Instant

Spirit Maze (•••••)


This powerful fetish takes at least a week to craft and is legendary among those powerful Ithaeur who wander the depths of the Shadow Realm.
This fan is made from river grasses. Each blade is scribed with verses from the Litany and then intricately plaited into a maze-like design.
When activated, it holds the complete attention of any number of spirits whose total Rank do not exceed the Harmony of the Uratha. (It does not
function on spirits of Rank 5 or higher.) If the spirits are attacked, they receive a reflexive Finesse roll to break from their reverie. Any Rank 4
spirit can power this device.
Durability 1(reinforced to 6), Size 2, Structure 8
Action: Instant

Tears of Luna : Scar Fetish(•••••) Irraka


The boundless rage of Luna herself is etched into the very flesh of those Irraka who submit themselves to her tears. By activating this fetish, the
New Moon can “harvest” the spirit brands of werewolves identifying themselves as members of the Pure Tribes, literally ripping them out of both
the werewolf’s physical and metaphysical substance. This process is lengthy and most easily performed on a dead werewolf (deceased for no
more than an hour), though one somehow incapacitated or continuously restrained could also be a viable victim (though he would almost
certainly die as a result of this torturous process). After the victim’s brands are taken, the Irraka’s player may reflexively “expend” dots of the
Pure werewolf’s Renown for a variety of effects:
• Add extra dice, on a one-for-one basis, to any roll involved in killing a member of the Pure Tribes, including fetish activation or checks to resist
Harmony degeneration.
• Add points of armor, on a one-for-one basis, with respect to attacks made by members of the Pure Tribes or the totems of their packs, for a
scene.
• Add to the effective dot rating of a specific Resistance Attribute, on a one-for-one basis, for the purposes of resisting or contesting a single
instance of a Gift used by a Pure werewolf or a Numen used by the totem of a Pure pack.
Once dots of the Pure victim’s Renown are “spent,” they are permanently gone. A member of the Lodge of Luna’s Tears can only “store” the
Renown of one Pure werewolf within his scar fetish at a time, though he may flush his system of any remaining dots of Pure Renown as part of
the process of harvesting new brands. A persistent side effect of the Tears of Luna scar fetish renders the Irraka immune to gaining derangements
from acts related to the killing of Pure: while he may lose Harmony for doing so, the Mother carries the burden of his madness for the act.
This fetish always takes the form of a scar fetish. It is empowered by one of the Irralunim, who carries down Luna’s tears from the celestial
sphere with which to scar the Irraka’s skin and so inscribe the fetish.
Action: Extended (the character requires a number of successes equal to the victim’s single highest Renown category; each roll represents 10
minutes of effort)

Tooth of the Death Wolf (•••••)


Few of these teeth are known to exist. The fetish must be formed from a wolf canine, inlaid with silver symbols of death. The size of the first
Tooth of the Death Wolf suggests that it came from one of the ancestral wolves of Pangaea. These fetishes are guarded by the Lodge of Death, for
it allows an Uratha to bring back the spirits of the dead to be questioned. When placed in the mouth of any inanimate dead animal (not
invertebrates) and activated, the spirit of the dead animal returns (in its ephemeral state) to the side of the body where it will answer a number of
questions equal to the successes on the activation roll. These questions are answered to the best of the spirit’s ability — although the spirit will
react to the Uratha normally. It cannot answer any questions concerning the afterlife — it can only recall the events of its existence up to the
moment it stopped living. It is not omniscient. Once questioned, the spirit cannot be brought back using the Tooth of the Death Wolf.
This fetish is extremely painful to the animate dead, such as vampires or possessing ghosts, who cannot bear its touch when activated. Such
creatures must make a Resolve + Composure roll (or Resistance, in the case of a ghost) to be able to endure the fetish’s presence; failure indicates
that the undead must withdraw at least 30 feet from the fetish’s location. It is unknown what spirit empowers this fetish.
Durability 2 (reinforced to 7), Size 0, Structure 7
Action: Instant

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Wolf to her Den (•••••)
The Hunters in Darkness are proud, but not foolish. They know that there are threats in the darkness that can best even the Uratha, and Hunters
know that if they fall in defending their territory, it will be violated just the same as if they’d surrendered. Retreat, then, is a viable option
sometimes.
The Wolf to Her Den fetish makes this possible. The fetish is crafted in two parts, but can take almost any shape. Often, the fetish resembles a
small wolf figurine, made to fit together like a jigsaw puzzle. The werewolf leaves one half in a safe place (this place is always considered sacred,
and must never have been violated) and carries the other with her. When activated, this fetish instantly transports the werewolf back to the
location of the hidden half. The user must immediately spend Essence equal to her current Size rating (making Urhan the most economical form
to use the fetish in), to assist the spirits of the fetish in their transformation and transportation of the werewolf’s flesh. The werewolf’s pack can
be transported as well; the Essence expenditure still applies, though the packmates can spend Essence for each other. Once the fetish has been
used, the two halves must be joined and remain so for a short while for the spirits to realign themselves (in game terms, this fetish can be used
only once per story). Wolf-spirits are most often used to craft this fetish, but spirits of other animals that mate for life are also viable. Obviously,
it takes two such spirits.
Action: Instant

Klaives
The following klaives may be purchased by starting characters with the Fetish Merit.

Level 2 Klaives

Hate (••) and Pain (••) (Klaive)


Hate and Pain are Johnny’s weapons of choice. Each is a silver hook, forged and shaped with his own hands and bound with spirits of malice
and agony, respectively. To prevent the searing pain of carrying raw silver, he has wrapped the handles with the skin of his first Forsaken victims.
When Johnny successfully grapples and buries the hooks into his opponent’s flesh, he activates Hate to force the victim to change to Gauru.
Meanwhile, Pain saps the target’s spiritual energy and, ultimately, his Willpower as it burrows deeper into Johnny’s victim.
Hate: Hate forces Uratha to their Gauru war-form for a number of turns per success scored on the activation roll. If this keeps them in Gauru
beyond the usual duration limit for the individual, the victim remains in Gauru but enters a comatose state until Hate is removed or they die.
Pain: While Pain is active, an Uratha feeling its effects has his will sapped for as many turns as successes on the activation roll. The victim
bleeds out one Essence a turn; if he hits zero, he begins losing Willpower at one per turn instead.
Action: Instant

Level 3 Klaives

Biting Dagger (•••) Minor Klaive


This particular example of a three-dot klaive is a small weapon, no bigger than a dagger. It inflicts damage as a knife but counts as armor
piercing (see the World of Darkness Rulebook, p. 167), ignoring up to three points of Armor or an object’s Durability. Such weapons are usually
empowered by spirits of glass, serpents or spiders. Other klaive weapons have different powers when activated. A three-dot klaive weapon
shouldn’t be more effective than a one-dot Gift.
Action: Reflexive

Cuchillo de Hueso (•••) Klaive


Some of the werewolves in El Sacrificio make klaives from the bones of their victims. These klaives are small, like paring knives, and often
feature blades of obsidian, flint or stone bound to a human bone with dried tendon. When using this blade against another living being, the
activation of the fetish causes the victim to suffer terrible numbness all over his body (provided that the werewolf causes at least one lethal point
of damage with the knife at the time of activation). This numbness results in the victim losing half of his Speed and half of his Defense (round
up) in addition to any damage caused. The werewolves use these knives to help slow and subdue potential victims of the sacrifice. The klaive
inflicts damage as a normal knife (see p. 167 of the World of Darkness Rulebook). Such klaives are empowered by any venom-bearing spirit
(snake, spider, bee, etc.).
Action: Reflexive

Gurim’s Lash (•••) Klaive


This weapon is a long, barbed whip made of specially treated leather (or, just as often, human skin). The barbs are the end are made of iron or
bone, and must be sharpened and tempered in fire once a month. A spirit of disease is bound into the whip. It inflicts two points of lethal damage
normally, and can be used to blind opponents with a called shot (see p. 165 of the World of Darkness Rulebook). Also, when activated, Gurim’s
Lash inflicts a gibbering madness upon the victim.
Anyone damaged by the lash must succeed on a Stamina + Resolve roll (Natural Immunity benefits apply) with a negative modifier equal to the
number of Health points suffered from the lash that scene. If this roll fails, the victim suffers fever, sweats and disorientation (in game terms, a –1
on all Physical and Mental rolls) for the rest of the scene. If the roll is a dramatic failure, this penalty persists for a full day.

Karg (•••) Klaive


The head of this Persian horseman’s mace looks like the mythic deer-antlered wolf’s head from near-Eastern myth from which it derives its
name. When activated, the mace emits a low, howling moan as it’s swung, unnerving the foes of the wielder. Anyone who sees the wielder as an
enemy suffers a –2 penalty to all Resolve or Composure checks, as the sound of Karg eats away at their courage
Durability 3 (reinforced to 6), Size 2, Structure 7, Damage 3 (L)
Action: Reflexive

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Lucky’s Brother (•••) Lesser Klaive
Lucky’s Brother is a well-balanced throwing knife made of good steel. Horsehair is wound up within the weapon’s hilt. It adds a +1 die bonus to
the Dexterity + Athletics roll to attack. The weapon’s special quality is that it can almost never be lost (though it can be left behind). If its wielder
loses track of it in combat (generally by throwing it at someone or sticking it into an enemy and letting go), a successful Harmony roll means that
the knife slips out of the wound somehow. Others overlook the weapon, so it remains to be reclaimed by its owner.
An exceptional success on the activation means that Lucky’s Brother finds some way to leave the battlefield with its owner, no matter what.
Someone steps on it without noticing, flipping it into a backpack that the weapon’s wielder later grabs as she leaves, or something even more
improbable may happen.
Dog-spirits empower this fetish.
Action: Reflexive

Poisontooth (•••) Lesser Klaive


A Poisontooth blade can come in any form that is expected to pierce the skin but not slash it, from stiletto daggers to rapiers. The snake-spirits
that help create the klaive infuse it with a poison designed to slowly wear down an enemy. When activated, the next attack made with the weapon
causes the victim to suffer three points of lethal damage. An immediate Stamina + Resolve roll that produces more than three successes can
alleviate this damage.
Poisontooth can only be used for free once per scene.
Each subsequent activation in the same scene costs one point of Essence. There is a more powerful, unique version of the Poisontooth called
Moonless Night that inflicts aggravated damage.
Action: Reflexive

Shifting Fang (•••) Minor Klaive


The Shifting Fang is three feet of metal chain covered in sharp edges and spikes. The only concession to the wielder is a strip of black leather
wound around one end to make a grip. The spirit within the weapon makes the chain jerk and twist in the wielder’s hand. With some training, he
can use the constant motion to his advantage, striking from unexpected angles — even goading the chain to bend in the same direction as a
dodging opponent. When activated, the Shifting Fang twists and writhes in such a way that the wielder ignores his opponent’s Defense. The one
drawback to this klaive is that the spirit within refuses to fight the same opponent twice — while an Iron Master can use the ritual weapon against
the same person any number of times, the werewolf can activate this fetish only once. To the spirit within, a “fight” isn’t anything as civilized as
“first blood.” Once the fetish is activated, the bonus remains until the end of the combat scene — until the wielder, or his opponents, is
unconscious, running away or dead. When fighting multiple opponents, only those whom the fetish hasn’t fought in a previous scene lose their
Defense, and only those damaged by the fetish count as having fought it for future activations. The spirit of a venomous snake fuels this weapon.
Action: Reflexive

Steel and Lightning (•••) Klaive


This rigid steel pipe is a conduit. At the far end is a hunk of concrete, and inside is a tangle of colored wires (some of which poke out at odd
angles from both ends of the klaive). It does normal damage as a metal mace (three bashing damage; see p.170, the World of Darkness
Rulebook), but when activated, also shocks the werewolf’s adversary with a quick and brutal blast of electricity. The shock is equivalent to that
from a wall socket, and does four bashing levels automatically. The damage from a regular attack can be mitigated by armor. The shock damage,
however, ignores armor. The electricity only comes when the weapon connects; those hit by such a weapon do not need to make any roll to pull
away from the current, as it is only a sparking shock. A lightning-spirit fuels this weapon.
Action: Reflexive

Tearer-of-Silk (•••) Lesser Klaive


Though this sword is stiff as steel, it looks like a cut of golden cloth that flutters through the air when swung. Tearer-of-Silk is partly transparent
and laced with gold and jade. The sword’s single property is that it cannot harm fully material things, instead being able to rend creatures in
Twilight as though they and the sword were both material.
Action: Reflexive

Special: Balehound

Bale Blade (••••) Balehound


Bale Blade is the nickname for the silver weapons used by the Bale Hounds against the Forsaken and Pure. Though the Asah Gadar suffer
Harmony degeneration for carrying silver weaponry and using it against other werewolves, they still risk it enough to have developed these
traditional tools. Some Bale Hounds use them as holy artifacts of their treacherous faith, reverently maintaining the weapons as they would the
most treasured heirloom fetish, while other Asah Gadar simply keep Bale Blades as they would any tools, ready to be used when the time is right.
Bale Blades vary wildly in appearance. Most are long daggers or swords, though the blades themselves range from roughly carved chunks of
silver with a bone handle to the most exquisitely made silver blades that sport a host of runes, naming the blade’s past owners and victims. Silver
is not a particularly strong metal, however, and none of the Asah Gadar use these weapons in everyday combat. They are last resort weapons
when they have to be, but are generally used only as the final advantage in a Bale Hound’s plot to rid the region of Forsaken defenders.
Any Forsaken caught using a Bale Blade suffers the mandatory Harmony roll for degeneration, in addition to another Harmony roll with two
dice for knowingly using a weapon of the Maeljinserving Bale Hounds.
In addition to the silver damage inflicted by this weapon, on any turn that the character uses an all-out attack (see the World of Darkness
Rulebook, p. 157), two more dice are added to the attack (raising the total bonus to +4). Extremely aggressive spirits (often born in Wounds) are
usually bound into these weapons.

39
Level 4 Klaives

Charging Bear (••••) Klaive


Skill and finesse are all well and good, but some Blood Talons favor sheer brute force and stopping power. This klaive is usually fashioned in
the form of a large, heavy bladed sword, although some warriors carry versions made as large axes or maces. The weapon is richly decorated with
bear motifs, and often sports a large claw or tooth hanging from the pommel on a leather thong. Bear-spirits are obviously the most common used
in these fetishes, but any strength-spirit will do as well. When wielding a Charging Bear klaive, the owner may choose to subtract a number from
his Defense and add that same number to his next Weaponry-based attack. The owner cannot reduce his Defense to less than zero, and cannot use
this ability in the same round in which he uses a maneuver that denies him his Defense (such as an All-Out Attack).

Fangs of the Bat (••••) Klaive


These weapons take many forms — daggers, mauls, bows and even sickles.
The Fangs of the Bat are sometimes produced in pairs and wielded together using the Two Weapons Fighting Style (see p. 112 of the World of
Darkness Rulebook), but this requires crafting two fetishes separately. These klaives incorporate the spirit of the bat, the precise, nightflying
hunter who never misses his target no matter how small it might be.
The Hunters in Darkness favor these weapons because they cut down on an enemy’s chances to scream or otherwise alert others — one swipe,
one shot, one strike and the enemy falls dead. In game terms, once activated, Fangs of the Bat reduces the penalties associated with striking a
specific target (see p. 165 of the World of Darkness Rulebook) by two. This benefit applies only if the werewolf specifies a target, and it can’t
grant a bonus to such rolls. That is, if the penalty for specify a target is –1, the fetish can negate that penalty but not raise it to +1.
Such targeted shots might include aiming for a victim’s throat (removes enemy’s ability to scream or speak), eyes (blinding the victim), Achilles
tendon or hamstrings (halves Speed) or back of the head (aggravated damage).
Action: Reflexive

Fulgent Talwar (••••) Klaive


This curved Indian saber (stats equivalent to a normal sword; three lethal damage) gleams so brightly that opponents may have trouble making
attacks against the wielder. When activated, the klaive allows the wielder to double his Defense if used during the day or a full moon. If used
during any other moon phase, it only confers a +2 to his Defense (which may or may not be equivalent to his doubled Defense). A hellion or
other light-spirit is used in creating this fetish. The Defense bonus lasts for a number of turns equal to the character’s Primal Urge x 2.
Action: Reflexive

Fury Fang (••••) Greater Klaive


Most klaives are of this level of power. The Fury Fang takes the form of a sword, and the wielder can feel the pulse of the spirit within when he
grasps the handle. The Fury Fang encourages the wielder to cast caution to the wind when attacking. On any turn in which the character uses an
all-out attack (see the World of Darkness Rulebook, p. 157), two more dice are added to the attack (raising the total bonus to +4). The spirit of a
particularly aggressive animal, such as a wolverine or water moccasin, fuels this weapon.
Action: Reflexive

The Hand That Wounds (••••) Greater Klaive


Though commonly made as a mace of bone or iron, the Hand That Wounds can be any weapon.
Other common incarnations make it a greatsword or a great ax. When the weapon lands a blow that onlookers would expect to shatter bone, its
victim sometimes feels only a light graze, followed after a moment by soul-searing pain. Any time an attack with this weapon inflicts at least
three points of damage, the player may make a reflexive Harmony roll to turn three of those points into one point of aggravated damage.
Venomous spirits whose size belies their danger power this klaive, such as small spiders and snakes.
Action: Reflexive

Heart Seeker (••••) Greater Klaive


Heartseekers appear to be little more than thin poles of sturdy wood about human-height. Their tops are sharpened, true, but it looks like the sort
of thing a woodsman would make as part of a lean-to. In combat, treat the Heartseeker as a spear that inflicts bashing damage.
When activated and used specifically to target the heart, this weapon ignores all penalties to the attack and inflicts lethal damage. Heartseeker
can only be used in this fashion once per scene; few werewolves mind, because they tend to leave Heartseekers behind once they pierce a heart.
In the event of war with vampires, the Uratha probably seek many allies among the laser-spirits and other spirits of precision that empower these
weapons.
Heartseekers are light and balanced to be thrown, if necessary, and may be thrown by characters with as little as Strength 3.
Action: Reflexive

The Jeffrey Family Klaive (••••) Lodge of Echoes


Named for the wealthy English family line that forged the weapon hundreds of years ago, the Jeffrey Family Klaive has an illustrious history of
battles and bloodshed. The weapon is a beautiful creation of polished iron, forged in the shape of a medieval English long sword and decorated
with the tiny glyph marks of previous wielders scratched into the metal. Apart from the name-carvings along the blade, the Jeffrey Family Klaive
differs from a traditional weapon in that the hilt is extended to be 18 inches in length, allowing the sword to be gripped two-handed in Hishu and
one-handed in Gauru.
The hilt, grip and pommel are covered in bandages until the weapon is drawn in battle, to restrain the powerful spirit of fire within the weapon.
When wielded with the grip covered, the sword performs as a standard weapon of its type. However, when the bandages are unraveled (it takes a
turn to do so) the family crest on the cross-guard of the sword begins to hiss and the grip heats up rapidly, scalding the bearer’s hand as he wields
the blade. The fetish is considered always active for this purpose, but requires a “true” activation for use in battle.
When activated properly, as a standard fetish, the Jeffrey Family Klaive inflicts aggravated damage, but the bearer suffers two levels of lethal

40
damage himself at the start of the scene in which he uses the blade. Using gloves violates the fetish’s ban, and the spirit will refuse to awaken for
one lunar cycle if the bearer uses any protection for his hands.
Action: Reflexive

Luna’s Curse (••••) Greater Klaive


This klaive is a large, single-edged sword with a large canine tooth hanging from its grip. It looks like a machete that’s all grown up.
There are runes up and down its length, but they are only visible under the light of the moon. When used in moonlight, the blade becomes silver
the instant it bites into the flesh of a werewolf. Blood on the blade boils away after a second or two, at which point the blade becomes simple
steel once more.
This blade inflicts aggravated damage against werewolves when the moon shines. Using Luna’s Curse counts as fighting with a silver weapon.
Lunes power this weapon.
Action: Reflexive

Magician’s Edge (••••) Klaive


A slim, curving knife with a rough wooden
handle, Magician’s Edge is the tool for any werewolf who wants to play lots of tricks during battle. Any strike with the knife that inflicts at least
one point of damage also transfers one point of Essence from the target’s store to the wielder’s. For the most part, only werewolves or spirits are
valid targets for this effect, since most other creatures (even other supernatural creatures) don’t have an Essence score. If receiving the point of
Essence puts the wielder over his maximum Essence, he must use it on his next action or lose it. It bleeds off into the spirit world, where it is
almost certain to be lapped up by some Lesser Gaffling. Mosquito-spirits and spirits of some parasites can help power this weapon.
Action: Reflexive

Salt-Hewer (••••) Lodge of the Maelstrom Klaive


This klaive typically takes the form of an old Norse battle-ax, inscribed with small runes that spell out part of the ancient warning preserved in
lodge folklore. Once activated, the klaive effectively adds one to its bearer’s Strength for as long as he stands on the deck of a ship, ax in hand.
When activated underwater, Salt-Hewer allows the user to attack with the ax (but not with other weapons, natural or not) without suffering any
penalties made for fighting underwater. The spirit of a shark or other sea predator is bound to create a Salt-Hewer. A few klaives of similar nature
have been bound into harpoons or long gaffs, though some loyalists of the lodge find the “innovation” distasteful.
Action: Reflexive

Sequoia’s Spear (••••) Klaive


This long, thick-hafted spear is made from the wood of a sequoia redwood and often features elaborated ornamentation carved up the klaive’s
length.
The spear functions as a normal spear until activated.
The spear, when thrust into the ground, creates a radius of power. If the user remains within the radius of power, which is equivalent to 10 yards,
he gains the following bonuses: +1 to Size (with a resultant +1 to Health), +1 to Strength (with a resultant boost to Speed) and +1 to Composure
(with equivalent gains to Willpower and Initiative modifier). The spear’s effects last for a single scene or until someone removes the spear from
the ground, whichever comes first.
If the werewolf leaves (or is forced from) the spear’s empowering radius, he loses all bonuses. A redwoodspirit is used to create this klaive.
Action: Instant

Silence of Death (••••) Klaive


This fetish always takes the form of a dagger of some sort: most modern examples are military combat knives, while older ones are frequently
seen in the shape of stilettos. The weapon inflicts damage as a short sword (2L). Upon successfully striking an enemy, the user can activate the
fetish in an attempt to utterly silence her victim.
The target rolls Resolve as a reflexive action to contest the wielder’s successes on his Harmony roll. Should he fail to accrue more successes
than the klaive-user did in the fetish’s activation, he becomes incapable of using any form of communication for the remainder of the scene. He
cannot speak, howl, grunt, signal, send e-mail or text messages, use telepathy, or otherwise directly or indirectly purposefully convey information
of any sort to another. New Moons using this fetish have killed enemies mere paces from their allies, with their victims unable even to cry out
inarticulately for aid or so much as put up a noisy scuffle in an attempt to gain their friends’ notice.
Spirits of silence, secrecy, or murder empower these fetishes.
Action: Reflexive

Thunder's Atassa (••••) Klaive


This Amerindian war club is nearly four feet long, with stylized lighting bolts inlaid with silver on either side of the “blade.” The pommel
resembles a falcon’s head, and the spirit that resides within is a lightning-spirit.
The wielder may attempt to activate the klaive each time he makes a successful strike against a foe in combat; a successful activation roll is
answered with a growing clap of thunder. Each strike builds 2 dice of an electric charge that begins to play over the atassa and the wielder. When
the charge has built to eight dice, it can be discharged up to 20 yards as a standard action. The charge does not grow any greater than 8 dice, and
the damage is bashing. Armor provides no protection from this attack. The charge fades at a rate of 1 die every minute out of combat.
Durability 2 (reinforced to 6), Size 3, Structure 9, Damage 4 (L)
Action: Reflexive

41
Level 5 Klaives

Bane of Power (•••••) Grand Klaive


This massive, double-headed hammer is as tall as a werewolf in Dalu form and carved entirely from very rough stone.
Bane of Power cannot be lifted by anyone with less than Strength of 6 and certainly cannot be wielded. Once a werewolf attunes to the hammer,
for her it becomes a manageable weapon a damage rating of four bashing damage. She can feel energy in its long haft, and hate. Bane of Power
gives her the subtle urge to attack certain targets over others, though it may take some time before she understands why. Once activated for the
scene, the hammer doubles its damage rating against creatures with a supernatural power statistic, such as Blood Potency, Primal Urge, Gnosis or
another.
Bane of Power has a final, less-known purpose: it destroys sources of power as well. When the Bane of Power kills one of the creatures it is
designed to harm within a fount of power, such as a locus, the flow of power diminishes to nothing. It becomes a normal place. The spirit bound
within this weapon is affined with some sort of flame, but is otherwise a mystery.
The spirit sometimes speaks to the weapon’s bearer.
Action: Reflexive

The Labrys (•••••) Grand Klaive


This mighty double-headed ax was created by a female Rahu of the Lodge of Garm. The Labrys howls when used to strike a male opponent, and
no human man can lift the mighty fetish. (No mundane human male can budge the item, although human women and any supernatural beings can
operate it normally, as can any werewolf in Hishu form.) It inflicts aggravated damage against males, regardless of their species. It functions
normally against women of any species, inflicting lethal damage.
Action: Reflexive

Longseeker’s Eye (•••••) Klaive


Strange as it may seem, this is really a glass eye. Its iris is the golden color of a wolf’s and may actually be colored with real gold. The pupil
itself is of obsidian, and the rear side is marked with a word in the First Tongue: sight. The story of its creation was that of Longseeker Douglass,
a werewolf who constantly traveled in search of… something. If his eye is in someone else’s hands, then he probably never found it.
Only a werewolf who has lost an eye can attune this tool, and using it involves setting the eye into the missing socket. Longseeker’s Eye then
provides vision to the werewolf as though it were a real eye. Longseeker’s Eye also reveals faint auras around people corresponding to their
natures: a haze of violent red floats around someone whose Vice is Wrath, while the Virtue of Fortitude lends a resolute air to the aura.
Supernatural creatures also register. Vampires seem laden with death, and mages look noble, for example.
Effects that conceal these auras roll an appropriate base effectiveness against the werewolf’s Primal Urge to determine if they remain hidden or
are revealed. The spirit of glass that resides within this fetish is powerful and silent, but it has its own agenda for living in Longseeker’s Eye.
Action: Reflexive

Rage Warden (•••••) Grand Klaive


Ancient and legendary, this massive club is adorned with strips of dried skin, assorted teeth and small metal trinkets. A Blood Talon Elodoth
labored many months to create Rage Warden, and many more to entice the proper spirit — an ancestor of his who has supposedly mastered his
Rage. When the ritual was complete, Rage Warden stood ready.
Its damage rating is four bashing damage, and its Size is 3. A werewolf wielding the weapon when she dons the wolf-man form causes a
reflexive Harmony roll: success doubles the number of turns she can Rage. The weapon contains and channels her Rage for her.
Action: Reflexive

Thunder Klaive (•••••) Lodge of Thunder


The Thunder Klaives favored by the lodge are two-handed weapons, usually axes or hammers, graven with runes and glyphs that warn of the
thunder-spirit bound within. The majority of these weapons are treated as great axes (see the World of Darkness Rulebook, p. 170); the hammer
variants also inflict lethal damage, leaving terrible crushing wounds. Upon making a successful strike with a Thunder Klaive, the wielder may
choose to spend additional Essence to add to the damage. Each Essence point spent in this way adds one lethal point of damage to the total; the
werewolf is still limited by Primal Urge in the amount of Essence she can spend per turn. The additional damage manifests as a clap of thunder
and blast of searing heat, virtually cauterizing any wounds created — not that the victim is overly likely to survive.
Action: Reflexive

Tooth of the Death Wolf (•••••) Grand Klaive Bone Shadow


A Tooth of the Death Wolf is a fetish weapon created employing a death-spirit. These weapons vary in form, but sickles, scythes and other curved
blades are common. Upon activation, a Tooth of the Death Wolf imposes an aura of ghostly menace over the wielder. The Bone Shadow becomes
Death Incarnate — fury disappears, emotion disappears and all that remains is inevitability. In game terms, the Bone Shadow’s player receives
three extra dice on all Intimidation rolls (including Gifts that use the Skill), and receives a +2 modifier to avoid Death Rage.
A Tooth of the Death Wolf inflicts aggravated damage once activated, and lethal damage otherwise. Using an activated Tooth of the Death Wolf
against another werewolf causes a roll to avoid degeneration at Harmony 4 (roll three dice).
Action: Instant

Vorgarn (•••••) Klaive


This klaive spear was said to have been fashioned in the Middle Ages, and yet still bears a strong edge. Its head is nearly two feet long and
waves like slithering serpent. Its shaft is made from ash, stained black. Its blade is so fearsome that facing its wielder is a daunting task. The
wielder gains +2 Defense from all attacks while wielding Vorgarn.
Durability 3 (reinforced to 8), Size 4, Structure 12, Damage 4 (L)
Action: Reflexive

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Moon Klaives

Moon klaives are a pantheon of fetish weapons created expressly for crusades. Each has at least one powerful Lune bound inside, and all
reinforce the form and nature of their spirit hosts. Due to the strong wills and capricious nature of the Lunes, moon klaives are always more
troublesome than other fetish weapons.
Below you will find examples of some of the five most powerful. Others of equal or lesser ability may well exist — a crusade is one of the few
times that Lunes will respond favorably to being bound into a fetish

Agalu Delal, Daemon Eater (••••••) Moon Klaive Itheur


This ancient scythe-klaive is an awkward weapon, but its crescent-moon blade is supernaturally sharp and greatly feared by spirits. (Its wielder
gains a +3 dice bonus to Intimidate any spirit that recognizes Agalu Delal.)
The weapon holds a powerful and surprisingly wrathful Ithalunim, but the weapon’s purpose is clear; it is a weapon of last resort when dealing
with spirits and ghosts. It will not take kindly to having its powers used for minor purposes. None but Ithaeur of high Wisdom (3+) have an easy
time placating this rather haughty klaive — some would go as far to say that its wielder serves Agalu Delal more than it serves him.
Its intent is simple. It does not merely damage or discorporate; simply put, Agalu Delal kills spirits. Its blade inflicts horrible wounds that
seemingly unravel their spirits’ corpus. It may freely strike incorporeal spirits or ghosts on either side of the Gauntlet when active (though it does
not give its wielder the ability to perceive them, most have that already.) Each level of damage done by the scythe also rips away a similar
number of Essence and Speed from any ghost or spirit struck. Agalu Delal does not store the Essence — the weapon merely flays Essence away
from the being’s soul. This free Essence is bound for a time to either corporeal blood or gore (if damaged in our world) or the Essence merely
litters the Hisil in a form appropriate to the spirit being attacked. It sublimates into nothingness in three rounds.
Likewise, corporeal undead find the wounds delivered by Agalu Delal to be unbelievably painful — for some the first true pain they have felt in
their unlife. Treat the attacks as Stunning (see the World of Darkness Rulebook, p. 167). If damage successes inflicted in a single attack equal or
exceed the target’s Size, the creature loses its next action.
The fact that spirits can so easily feed from the Essence harvested by the weapon often leads to smaller, lackey spirits abandoning what may be
their master’s side of the fight to feed on the free meal. The Shadow is a ruthless environment, and Agalu Delal is an equally merciless weapon.
Merely bearing it often attracts a flock of crow or other carrion-spirits.
Durability 2 (reinforced to 7), Size 4, Structure 11, Damage 2 (lethal), AP2
As with other pole arms, the wielder gains +1 Defense when wielding Agalu Delal in close combat with unarmed opponents.

Dah zulna, The Scepter of Battle (••••••) Moon Klaive Rahu


This gigantic mace might better be classified as a staff since it is nearly six feet in length; its head is a pitted, subtlety flanged steel globe, and
the counterweight is a great iron spike. When wielded in battle under the light of the full moon, the globe shines and throbs with the full moon’s
power. The mace’s wielder and all allies within a number of yards equal to three times its wielder’s Purity are completely immune to any kind of
supernatural fear.
Dahzulna rarely consents to be carried by less than an alpha, or a least a war leader. A Ralunim of great Purity is bound into this weapon and,
similar to its choir, rewards those who lead through example. The wielder’s followers are so inspired that they gain a +2 dice bonus to imitate his
actions as long as he succeeds in the feat first. This might be striking a foe or leaping a chasm as part of a chase, etc.
A belligerent air elemental is also bound into the weapon. In combat, a swirling blast of wind is kicked up as the attacker whirls the staff around,
giving him one level of Concealment for each turn spend in combat (up to –3). The wielder may also choose to deliver an exceptionally forceful
blast during a successful strike. As long as the attacker does at least three points of damage, those hit by Dahzulna must roll for Knockdown (see
the World of Darkness Rulebook, p. 168) with a –5 dice modifier. Those who fail are knocked back a number of yards equal to 10 + the wielder’s
Strength – foe’s Size.
Durability 3 (reinforced to 8), Size 3, Structure 11, Damage 5 (bashing) or 2 (lethal) with spike

Hadakhu, The Dream of the Valiant (••••••) Moon Klaive Cahalith


Hadakhu was crafted somewhere on the Indian subcontinent during the Middle Ages. The weapon resembles an Indian sailaba, a single-edged
long sword with a downward curving blade. A powerful Cahalunim was bound into it, along with a conceptual of hope. The bond between
Hadakhu and its wielder is incredibly intimate. Hadakhu intrudes upon his dreams, guiding him on the paths of Glory.
Those whose personalities and goals conflict with the sword can be driven mad by this attention. Those who possess the Vices of Pride, Wrath
and Sloth and attempt to possess this klaive must make Resolve rolls each week or gain one derangement as the weapon plagues their sleep with
nightmares. To become one of the sword’s chosen, the Uratha’s Glory may never be his lowest Renown and must have a Virtue of Faith, Hope or
Fortitude.
Any who possess Hadakhu gain a +2 dice modifier to all Expression rolls and Gifts identified with the Cahalith, though the wielders do not need
be of that auspice. Any of its chosen who find themselves locked in battle against fearsome odds gain a potent ability. They can expend Essence
to regain spent Willpower, on a one-to-one basis. This can only be done once per day, and is, of course, further limited by Primal Urge. This is a
single reflexive action.
Creatures with Vices of Pride, Wrath and Sloth find it difficult to oppose those who wield Hadakhu; their Defense is lowered by two.
Durability 3 (reinforced to 8), Size 2, Structure 10, Damage 3 (lethal)

Mumaizadum, Fire and Water(••••••) Moon Klaive Elodoth


Mumaizadum is a five-foot long, double-headed war axe. Glyphs representing elemental fire and water are inscribed on the axe heads, and the
handle is made from night-stained oak, inlayed with pearl to form patterns of the half-moon. This klaive bears a spirit of fire in one blade, water
in the other and an Elunim bound into the haft — Mumaizadum is a weapon that embodies balance, but also the destructive power of opposites.
Unlike most other moon klaives, the Lune bound within this weapon is not more powerful than the other spirits — all are equal and while in
tension, existing in harmony. This sense of equilibrium adds two to any pool to resist Death Rage.

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The klaive can use the Elemental Gifts: Command Fire or Summon Water (dice pool 10) and adds three dice to attack supernatural creatures
associated with Fire or Water elements.
Durability 3 (reinforced to 8), Size 4, Structure 12, Damage 5 (lethal) 9 again

Sidm’s Doom, Broken Blade (••••••) Moon Klaive Irraka


This klaive was forged in Venice in the 15 th century, but did not find its place in the pantheon of lunar klaives until three centuries later. When
activated, Broken Blade appears to be a rather long-handled dagger whose blade is snapped off about three inches from its hilt. The trick is that
the other eight inches are still there, you just can’t see them. Myth holds an Irraka leader of the Sidm crusade used this klaive to kill an idigam
(also known as the Hidden).
The creature’s heart’s blood was so powerful that when its wielder buried the knife there, the blood stained the blade, making it invisible when
activated. (When inactive, the blade seems oddly discolored, almost rusted.) This has several curious effects. First, it makes the klaive very
difficult to master. A wielder suffers a –1 die penalty to Weaponry rolls when the klaive is activated. (Most offset this with a Specialty devoted to
the weapon.) Second, it makes the dagger incredibly difficult to defend against, lowering an opponent’s defense by one.
Two spirits were bound into the blade at its creation, a lunar hare-spirit and a diamond-spirit. When activated, the klaive adds five dice to any
Jump check and five to the wielder’s Speed and reduces any falling damage by the same amount. The diamond-spirit gives the dagger AP 2 and
+1 Damage. It is said that Sidm’s Essence also tainted the two spirits bound into this powerful klaive making them rather bloodthirsty and greedy.
They often bicker amongst themselves and demand regular chiminage in the form of molten silver and diamond dust (Resources ••••).
Durability 3 (reinforced to 8), Size 1, Structure 9, Damage 3 (lethal) AP 2
Action: Instant

Special Klaive:

Rune-Klaive(+•) Lodge of Garm


When a weapon is created, be it in the fires of the forge or from the living wood of a tree, a Garmir has the option of making a Rune-Klaive. An
existing weapon cannot be made into a Rune-Klaive: it is only possible to create one of these weapons whole. Scratched or acid-etched into the
weapon’s metallic surface are hundreds of tiny runes flowing in a continuous (if jagged) trail. When read in order, these runes tell the story of
Garm the God-Killer. Rune-Klaives can take many forms: hammers (or “Rune-Mauls”), axes, swords and fang-shaped daggers are all likely. A
Rune-klaive is the only weapon, other than the blade of a fallen foe, sanctified for ritually scarring a character.
Traditionally, ancestor-spirits (if they were Garmir) or predator-spirits of any variety from cats to hawks are bound into these weapons. Creating
a Rune-Klaive can be a trial even above making a standard fetish weapon. A spirit hostile to Garm will regard the fetish as poorly made (–1 on
the Fetish Rite table, see p. 162 of Werewolf: The Forsaken).
When activated, the weapon within functions per the klaive’s standard ability for whatever spirit is bound within. In addition to this, the
character gains an aura of predatory confidence around him. Allies within line of sight can see the legendary runes on this weapon and feel
likewise inspired. For each success on the activation roll, all allies within line of sight regain a Willpower point.
This effect can be invoked only once in any 24-hour period.
Action: As source fetish

Ghost Touched

Gazh dum (Ghost-Touched Objects) The Rage


Ghosts stain the world around them with their presence. The residue of death-given-consciousness leaves behind an imperceptible taint, an
invisible veneer of rot and decay. Sometimes, a specter is given over to such intense, single-minded emotion or powerful insanity that the very
physical world around the ghost grows dark with the stain of the ghost’s power. Other times, the ghost literally imbues a part of the world with
some or all of himself, either linking himself to an object (making it his anchor) or possessing it outright.
Werewolves call objects specifically possessed by ghosts gazhdum, or “ghost-touched.” Some believe the use of such objects as fetishes is
justified, harnessing them for the werewolf’s own needs. Others believe the use of such objects is blasphemous, and using a human soul — one
theoretically trapped — is a gross misdeed against one’s own Harmony.
Ghost-touched objects subscribe to the following rules:
• A player can purchase these objects with the Fetish Merit.
• Every ghost-touched object is tied somehow to the ghost that inhabits it; the possession isn’t random.
A ghost of a man who murdered his family with a fire axe may dwell in that very axe. The specter of that man’s wife may possess her wedding
ring, her wedding dress or even a lock of her dead daughter’s hair.
• Ghost-touched objects smell strongly of scents associated with death — anything from rotten flowers to grave-dirt to roadkill to formaldehyde.
This smell lingers for a scene. A character tracking a ghosttouched object or its user by nose gets a +2 to the roll.
• The effects of gazhdum are always negative, and often associated with death. Such an object will not grant a werewolf hope or provide positive
feelings; even the effects are marked by the provenance of the grave.
• Gazhdum cannot be created using the Fetish Rite.
Activating a ghost-touched object requires the expenditure of one Willpower point. The object is insidious, and demands that the owner devote
his will toward appeasing the specter within. A werewolf cannot spend Essence instead of Willpower, as no spirit resides within to “bribe.” This
does mean that werewolves are not the only creatures capable of using ghost-touched objects, although they (particularly Bone Shadows) are
often among the most capable ofidentifying such items.

Le Parfum de Folie (•) Ghost Touched


Missy Worthwick was not a lucky girl. Life never gave her much of a break. Her job sucked. No man would give her the time of day outside of
asking for her to move aside or to get him a cup of coffee. Even at age 25 she was plagued by persistent acne, which only contributed to her
loneliness. One day, she sat down on her bed, sprayed herself with her favorite (and very expensive) perfume and then downed a bottle of

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lithium.
An echo of her soul now resides in the perfume bottle, perhaps associating it with the one thing in the world that made her feel special. Now,
when activated, the perfume’s spray confers upon a user the appearance of being dead. The user, smelling strongly of lavender and carnations,
literally appears dead to all who examine him: capillaries burst upon unfocused eyes, no pulse, no breath, total stillness. The user literally cannot
move or speak during this time, and the effects last for a single scene (attempting to take action during this time obviates the object’s effects).
Only a successful Wits + Medicine roll (performed with a –3 penalty) will allow a character to detect the subtle signs of life behind the illusion.
The user cannot use this on anybody but himself.
Action: Instant

Dead Recorder (••) Ghost-Touched


Dr. Sabira Gupta devoted her life to helping others, even at the cost of her own life experiences. A counselor, she helped many through long
years of therapy, shepherding them through addictions, obsessions and phobias. Her work was far from complete when she took a misstep down a
stairwell and fell, breaking her neck. Her ghost did not wander for long, instead trying to scream out a message on her black microcassette
recorder. Her voice didn’t transfer to the recorder, but her corpus did.
The recorder, when placed within a foot of a dead person, will record that person’s last thoughts — up to a minute of what went through the
person’s head before death. His thoughts may reveal who killed him, or might just be an eerie monologue of fears and dreams brought on by a
lack of oxygen prior to death. The recorder requires a fresh microcassette every use. Regardless of how much space is on the tape, it records up to
a minute, then nothing more.
Action: Instant

Bitch’s Broken Mirror (•••) Ghost-Touched


Becky was cheating on him, and Joe wouldn’t stand for it. When he found out where she was going every Friday night — not to the movies with
her friend at all, oh no — he did what any man would do.
He shot her in the face with a .38 special and then put the gun under his own chin, painting the ceiling with his brains. For decades, his ghost
lingered, finding that his soul was not salved by the act of murdersuicide but only further enraged. Somehow, his specter stumbled upon the little
vanity mirror Becky used every Friday night to check herself before she went out that door to meet her men. Without meaning to, Joe’s angry
ghost entered the mirror and its reflective glass split, the fractures like a spider’s web.
When the gazhdum is activated, the next person to stare into the mirror’s shattered glass gains the Suspicion derangement (mild). If the viewer
already has the mild version, he gains Paranoia (severe). This lasts for a single day, but the werewolf can continue the effects by spending a
Willpower point to force the effects to last for another day. During this time, the werewolf can spend an entire Willpower dot to make the effects
permanent. What the victim sees when staring into the mirror is different for each; some see the laughing faces of all who have ever mocked
them, some witness their loved ones cheating on them, others see just an empty void.
Action: Instant

Little Baby Burns (•••••) Ghost Touched


The plane didn’t make it long past takeoff. A mechanical failure caused the Airbus to swing to the side, where the wing hit the tarmac —
seconds later, the cabin was pinwheeling across the runway, a ball of red fire and black smoke. Everybody within died.
One gazhdum came from the wreckage, a little charbroiled doll, her face half-melted, with one eye staring bright white out of a morass of black
plastic.
The ghost that resides within this doll remains a mystery. It seems likely that the girl to whom the doll belonged is the possessor, but the user of
this object sometimes hears other voices: men, women, even radio chatter. Is the doll a kind of black box capturing many of the ghosts that died
on board the flight?
The Forsaken who wields this doll becomes terrifying to behold. When the gazhdum is activated, the werewolf catches fire but takes no wounds
from the flames. Howling winds and screaming voices whirl about him. The flames wreathing his body are the size of a bonfire (2) with the
intensity of a Bunsen burner (+2) — see the “Fire” rules in the World of Darkness Rulebook, p. 180. The fire lasts for a number of turns equal to
the half of the werewolf’s Willpower score (round up). The character takes no damage, and even his clothes remain untouched (though if he
comes in contact with fires he caused, that can cause him damage).
Those burned by the fire — provided they live — suffer nightmares for one week after contact.
These nightmares involve the crash of the plane: burning bodies, screaming victims, the sound of metal crumpling. During that week, the
nightmares cause a persistent –1 penalty to all Mental and Social rolls.
This ghost-touched object can only be used once per week.
Action: Reflexive

Arrathudum (Cursed Items)


Some objects are cursed. Powerful emotion, as noted, leaves a resonance. This residue can feed the spirits of an area or even create a locus. The
residue can also, at times, mark an object in the physical world with a strongly negative spiritual resonance. Only scenes of great horror and
atrocity can change an object in such a way. The Forsaken call such objects the arrathudum, or the “accursed icons.”
Accursed objects work according to the following rules:
• Every arrathudum has both a power and a drawback. These both occur at the time of activation.
• Because the object serves as a link to the Shadow, like a pinprick between worlds, the object can help a werewolf cross the Gauntlet. When
stepping sideways at a locus, a werewolf with one of these objects in her possession gains a +1 to the roll to enter the spirit world.
• A player can purchase these objects with points in the Fetish Merit.
Activating a cursed object follows the same basic rules found on p. 204 of Werewolf: The Forsaken, with a few exceptions.
• Any entity with a Morality Trait can roll that Trait to activate the object; vampires roll Humanity, werewolves Harmony and so on. Cursed
objects seem to react more strongly to souls that seem “stronger” in some way. Given their slight corruptive influence, this is not necessarily a
good thing.

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• A point of Essence spent will not obviate the need for a roll; as the object has no spirit, Essence cannot “bribe” the spirit.
• Failure to activate the object still earns the owner the item’s drawback, but not its power.
• Dramatic failure requires a roll to resist Kuruth.

Black Phone (•••) Cursed


The man came off the mountain, a hermit driven mad by his own isolation. He entered the ski lodge — just ramping up for the season and
playing host to several skiers and vacationers warming themselves by the fire — and opened fire with an autoloader shotgun. A few escaped.
Most ended up in a heap in the center of the room before the man turned the gun on himself. On one of the end tables was an old Western Electric
(300 series) Art Deco rotary phone, an antique that wasn’t hooked up to anything. The phone, flecked with blood, became arrathudum the
moment the man ended his own life atop the pile of still-warm corpses.
When the arrathudum is activated, a werewolf can use the phone to speak to any one werewolf that he has met in the past, no matter where she
is in the werewolf’s physical world or the Shadow. The conversation is not two-way; the werewolf with the phone speaks to the target, not vice
versa. The werewolf can communicate a number of sentences equal to his Primal Urge score.
Drawback: For the 12 hours following activation, the werewolf’s Social rolls may be affected. On all Social rolls, the “10 again” rule no longer
applies. In addition, any 1’s that come up on a roll are subtracted from successes. (This latter part does not affect dramatic failure rules.) This
manifests as the werewolf stutters or misspeaks, unable to find the proper words.
Action: Instant

Razor Wire Knuckles (•••)


The storm was a real frog-squasher. Lightning flecked the darkness every second or so, and the thunder about tore the sky into ribbons. Storms
didn’t usually spook the cattle, but this wasn’t a normal storm, and the whole herd shared a sudden twisting fear. The animals stampeded, running
together to the far end of the field where they battered the coils of razor wire, bloodying themselves so that they could escape. And escape, they
did — toppling over the edge of the subsequent cliff and into the flooding gully below. Hundreds of animals, plummeting to their death. Legs
broken, flesh ripped from stray wire.
One coil of that wire — still rusty with cow’s blood — seems naturally shaped to fit one’s fingers so that they serve as a kind of skin-tearing set
of lethal knuckles. The wire knuckles do +2 damage (lethal), and attacks made with them are done using Brawl. Upon activation (done at the
moment the knuckles do damage to a foe), the razor-barbed knuckles sting the wound. The following turn, two more continuous lethal damage
are conferred to the foe, ignoring Defense and armor. In addition, for the remainder of the combat, the foe hears the braying sounds of a dying
herd of cattle, distracting him from making successful attacks. The foe’s attacks are therefore hampered by a –1 penalty.
Drawback: After the arrathudum is activated, every subsequent turn of combat (until the combat is over, per the Storyteller’s designation), the
user must roll to resist Kuruth. Entering Death Rage does not cause the werewolf to attack, but instead incites him to flee (as if one of his last
three Health boxes were filled, per the rules on p. 174, Werewolf:
The Forsaken). If he succumbs, the flight instinct kicks in immediately. Vampires and other supernaturals capable of frenzy test to see if they go
into frenzy in similar fashion.
Action: Reflexive

The Honorable Badge (••••) Cursed


The cop found that his job carried privilege and distinction. The badge afforded him respect — respect he used to pull over people and kill them.
A sociopath, he found it easy to deceive his way onto the force, and once in a cruiser by his lonesome, he was able to mount a considerable body
count before being caught and eventually sent to the electric chair.
His badge, an item cursed by the pleas and screams of those who believed the officer to be a savior and not a killer, can help a werewolf pretend
to be someone else. When the badge is activated, the character appears to one person to be exactly whom that person most desires to see at that
moment (anybody from a long-lost father to a mailman who should be delivering a package from home). The werewolf designates the target of
this illusion at the time of activation, and that person must be within the werewolf’s line of sight.
At this point, the werewolf gains +5 to any Social rolls when dealing with that person, as she believes him to be whom she most wishes to see.
The person may make a Wits + Composure roll to see through the illusion, but this roll is contested against the werewolf’s own Wits +
Subterfuge roll (a roll to which he gains the +5 Social bonus). This power lasts for one scene.
Drawback: One hour after the badge is activated, the werewolf’s hands begin to drip with blood. The blood starts slow at first, the flow light. But
over the next eight hours, the blood begins to drip as if running from a leaky faucet, steadily oozing. The blood cannot be contained by gloves —
it simply oozes around the edges and even through the toughest leather. Anybody attempting to track the werewolf does so with a +4 bonus. After
the eight hours are up, the blood dries upon the hand and flakes off in flecks of rusty brown.
Action: Reflexive

Nizar’s Tabuk (••••) cursed


It was a bloodbath. Saddam’s Baathist army marched through Al-Hillah, violently quashing a Shi’a uprising by murdering both soldiers and
civilians. From a distant window, one of Saddam’s snipers fired into civilian crowds with alarming accuracy. The man, Nizar, was preternaturally
talented in the art of murder, and every bullet fired found its mark.
He believed his rifle, a marksman’s Tabuk (looking like a modified Kalashnikov), was blessed by Allah and so was a potent weapon against the
uprising. It would be nearly 12 years before Nizar was killed in the United-States-led invasion of Iraq, but his rifle — which since earned
hundreds more kills — found its way through many hands since that time. By itself, the scoped single-shot Tabuk rifle has the following stats:
Damage 2, Range 200/400/800, Clip 30+1, Strength 3, Size 3. When the rifle is activated, however, the werewolf can add his Resolve to the roll
to attack. Also, damage taken from the shot is aggravated. Finally, when activated, the gun uses up no ammunition. (The gun must be activated
for every turn of attack.)
Drawback: The gun is hungry to kill. Once an hour has passed since the last activation, the drawback takes effect unless the werewolf activates
the weapon and shoots someone. After the hour, he feels the hairs on the back of his neck stand tall, and the gun grows cold. He has three turns in
which to shoot someone with the activated weapon. Failing to do so results in the gun making a terrible wailing sound, a screeching howl that

46
unnerves all who hear it. Those within 100 yards of the weapon suffer a –1 penalty to all Mental rolls, as they are unable to concentrate. The
werewolf who last activated the cursed item, however, suffers a –3 penalty to all rolls no matter how far away he gets from the rifle. He can
always hear the sound cutting through his ear drums like a dentist’s drill. The rifle screams this way for eight hours, at which point it abruptly
stops. The werewolf’s –3 penalty ends at this point, as well.

Keys of Cages (•••••) (cursed)


In the basement of the Columbus Avenue tenement, the men in pristine suits kept the women locked away in kennel cages. The women were
used as slaves for various abysmal pleasures, sold to powerful men with big money and endless desires. The basement was kept mostly dark
except for a few Coleman lanterns. The women were fed poorly, and made to wait in their own waste. One night, when being led from her cage,
one of the prisoners managed to grab a ring of keys from her jailer, and stabbed one into his jugular vein. She was killed, of course, but the
misery left its mark on those keys.
The keys are now cursed. On the ring are nine keys, one for each severe derangement in the World of Darkness Rulebook (see pp. 96–100).
When the keys are activated, a werewolf can use one of these keys (he may not know which key corresponds to which derangement) to lock any
door that has a keyhole. The key fits the keyhole, regardless of its physical dimensions.
The key doesn’t actually lock the door. The key merely curses the door with its power. From that point on, any who try to open that door
automatically gain a severe derangement (one that corresponds to whatever key was used to lock it upon activation). The derangement lasts for
one month. The effect on the door, however, is permanent
— the only way to remove the effect is to destroy the door. All doors locked by a Key of Cages gains a +5 to its Structure.
Legend suggests that more than one such keyring exists — any atrocity tied to being locked away (prison riots, concentration camps, a father
who locks his children in an attic) may become thusly cursed.
Drawback: A werewolf who uses these keys is cursed — his next roll, no matter what it’s for, suffers an automatic dramatic failure. This
drawback is present every time he activates the keyring to lock a door with madness.

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