Professional Documents
Culture Documents
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Name Book PDF Name Book PDF
●●● 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
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
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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
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
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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
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
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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
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
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
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
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.
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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
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
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
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
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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
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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
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
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
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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
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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
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
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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
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
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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
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
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.
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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
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
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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
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
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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
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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
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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
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
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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
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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
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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
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
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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
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
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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
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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
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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
Level 4 Fetishes
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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)
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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
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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
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
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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
Level 5 Fetishes
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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
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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
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
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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.
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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
Level 3 Klaives
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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
Special: Balehound
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Level 4 Klaives
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
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Level 5 Klaives
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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
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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
Special Klaive:
Ghost Touched
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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
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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.
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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.
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