Fetishes and Talens

Fetishes are powerful items, many times weapons, housing powerful spirits that assist in several actions, from combat to reaching the Umbra more quickly to making one invisible and beyond.  Fetishes can be fashioned to do almost anything by anyone possessing a high enough Fetish Background trait to create it, and the other appropriate Rites for creating them, such as the Rite of Binding, Rite of the Fetish, etc.  Thirdly, they must either force or convince a spirit into the item they are making the Fetish from.

While Fetishes are rare items requiring great effort to create, Talens are far more common.  Even a fairly inexperienced Garou can create a Talen.  Unlike Fetishes, which are permanent until either the Garou releases the spirit or it somehow breaks free, a Talen is a temporary item, usually good for one use only.

The Fetishes and Talens located here are but samples.  The list is by no means complete or exhaustive.  Get Storyteller (or room leader)'s permission if wanting to construct a Fetish not listed below.  Talens are fairly even game.

Sample Fetishes

Apeskin
Level One, Gnosis 6
This somewhat gruesome Fetish is nonetheless highly useful for Metis and Lupus Garou who want to have an easier time hiding their true nature.  When activated, the Fetish -- which takes the form of a scrap of ape (or human) skin tattooed with a glyph -- makes a Metis or Lupus' Homid form identical to that of a Homid Garou.  While in Homid, the Garou takes no special damage from silver (although it will still reduce her Gnosis), but he is not able to regenerate as usual.  A Homid ancestor-spirit must be bound into this Fetish.

Harmony Flute
Level One, Gnosis 5
Carved from hickory, this small flute has many small feathers from songbirds decorating it.  When activated and played (which requires a Perfomance roll), the flute emits an enchanting harmonious melody, reawakening ancient memories of peace from the time before the Severing.  When an aggressive creature hears the song, the Storyteller must make a successful Rage roll, or the creature ceases its struggles.  Creatures without Rage may not resist the effects of the flute.  Any being listening to the sound may still defend himself if he is attacked.  The power of the flute affects only those listening to the music.  Once the music stops, anything goes.

To create a harmony flute, a Garou must bind a spirit of peace, calm, or water, or he must bind a bird spirit.

Spirit Tracer
Level Two, Gnosis 5
This Fetish is a human hair suspended in an iron ingot.  When the wielder activates the Fetish and concentrates upon a specific spirit, the ingot pulls in that direction.  This Fetish works only for tracking spirits.

To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm Tracking into the ingot.

Baneskin
Level Three, Gnosis 7
This tiny piece of a Bane spirit is wrapped carefully in cloth and worn as an amulet.  When activated, it causes all malevolent spirits, especially Banes, to react to the wearer as if she were a kindred soul -- a "wolf in Bane's clothing," as it were.  If the wearer takes any action against her "fellow" Banes, the guise is broken immediately.  These Fetishes cannot fool Incarnae or mightier spirits.

Fang Dagger
Level Three, Gnosis 6
These daggers are always carved carefully from the tooth or tusk of a great beast.  After striking an opponent, the werewolf can activate her weapon.  If successful, the spirit trapped within the fang dagger "bites" deeper into the wound, doubling the number of successess on the damage roll.  The damage is aggravated.

To create a fang dagger, one must bind a snake spirit or a spirit of war, pain or death into the blade.

Phoebe's Veil
Level Three, Gnosis 7
This Fetish is a small, golden pendant in the shape of a half moon.  These Fetishes are usually worn around the neck, held by a strong leather thong.  At night, when the pendant is activated, the wearer vanishes completely for one minute per success.  Neither mundane creatures nor spirits may sense her in any way except touch.  The veil remains drawn until the time expires or the wearer removes it.

To create this Fetish, one must bind a Lune, a chameleon spirit, a spirit of illusion or a spirit of shadow into the pendant.

Sanctuary Chimes
Level Three, Gnosis 6
When activated, this miniature tubular bell emits chimes into the wind.  No spirit may materialize within 100 feet unless it is invited to do so.  This Fetish usually protects caerns or the homes of pregnant Kinfolk.

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

Klaive
Level Four, Gnosis 6
The signature weapon of the werewolf race, klaives are Fetish daggers or swords, by some definitions, of a singular design, made to be used in Homid and Crinos form alike.  Klaives are rare weapons that are made from the purest silver.  A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver.  A war spirit is usually bound into the klaive, allowing the weapon to inflict aggravated damage upon non-Garou foes.  Without the spirit, a klaive does not inflict aggravated damage (at least, not to creatures that aren't vulnerable to silver).  However, a Garou does not need to attune a klaive that has no spirit in it.

Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always a duel to the death.  Nonetheless, klaive duels among Garou are dangerously common as the tension of the Final Days grows.  Elders complain that too many of these sacred artifacts are in the hands of reckless youths who see nothing wrong with using them for everyday tasks.  Young werewolves argue that too many klaives are kept hidden away for rituals and great quests instead of being used to slice the hearts out of their enemies.

The difficulty to attack with a klaive is 6, and it inflicts Strength +2 damage.  Because it is a silver weapon, werewolves may not soak this damage unless they are in their breed form.  Metis, born in Crinos form, thereby it being their breed form cannot soak it at all.


A Klaive

Monkey Puzzle
Level Four, Gnosis 6
This talisman of amber contains a single human hair.  When activated, it causes all humans viewing the werewolf to believe that he is a normal human, regardless of his current form.  However, this Fetish doesn't mask his actions; if he tears out an enemy's throat, humans will see him as a cannibalistic psychotic.

To create a monkey puzzle, one must bind a ghost, a spirit of illusion or a trickster spirit into the amber talisman.

Spirit Whistle
Level Four, Gnosis 8
When activated and blown, this ivory whistle emits a wailing scream that causes immense pain to all spirits within the wielder's line of sight.  Any spirits present must roll Gnosis and score a number of successes equal to or greater than the wielder's successes, lest they flee from the scream.  The power of this Fetish is directional; a spirit behind the user does not have to check Gnosis.

To create a spirit whistle, one must bind a screech owl spirit, a spirit of madness, or a spirit of discord into the ivory whistle.

Grand Klaive
Level Five, Gnosis 7
These mighty blades are the klaives of the most legendary heroes.  As large as swords, these silver weapons cause immense damage.  A werewolf who carries a grand klaive loses two points from his effective Gnosis rating.  A war spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage upon non-Garou foes.  Grand klaives without the spirit aren't Fetishes, only silver weapons.

Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Fianna and Shadow Lords.  Besides the usual war spirit, a second spirit -- such as a fire spirit that might add extra soak dice against fire when the klaive is activated or an ancestor spirit that might provide extra dots in an Ability such as Occult or survival -- is sometimes bound into the grand klaive.  The secondary spirit rarely minds sharing the Fetish with another since these weapons are the pinnacle of honor.

The difficulty to attack with a grand klaive is 6, and it inflicts Strength +2 damage.  Because it is a silver weapon, Garou may not soak this damage unless in breed form, which excludes the Metis, born in Crinos.

Werewolves, especially young ones, who possess a grand klaive attract the attention of powerful spirits and other Garou.  Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention.

Sample Talens

Bane Arrows
Gnosis 4
These obsidian-headed arrows seek out and home in on Banes, whether or not they are visible.  They hit Banes automatically and inflict three dice of aggravated damage.  Furthermore, the bite of a Bane arrow is so painful that no Bane can resist howling in agony.  Wyrm spirits can sometimes sense the presence of these Talens, and they may not wait for the archer to fire before acting.

To create a Bane arrow, one must bind a spirit of war, air or pain into the arrow.

Death Dust
Gnosis 6
When broken open, activated, and sprinkled over the body of a recently (within a day) dead creature, this small jar of dust allows the wielder to communicate with the spirit of the corpse.  The Silent Striders sometimes give these Talens to their pups to help them discover knowledge.

To create death dust, one must bind a spirit of death, communication or divination into the jar.

Moon Glow
Gnosis 8
This Talen is a single moonbeam caught within a small crystal.  Upon embarking on a journey into the Umbra, the wielder may activate this Talen from Luna.  As long as it is carried continually, the journey should be a safe one.  The crystal shatters once the Garou reaches his destination.  This Talen keeps away only incidental danger.  If a powerful and hostile spirit hunts the werewolf actively, she has more problems than this Talen can solve.

Only a Lune can empower a moon glow Talen.

Moon Sign
Gnosis 5
This small waxen seal bears the sign of the full moon.  When activated and thrown down before any werewolf, the werewolf's player must succeed on a Willpower roll (difficulty 7), or the character changes immediately to Lupus form.  This Talen works on Black Spiral Dancers and other shapechangers as well, making them shift to their animal form.

To create a moon sign, one must bind a Lune into the seal.  One may also use a spririt of the Wyld, a spirit of change or a wolf spirit.

Nightshade
Gnosis 5
This Talen is distilled from the very essence of night.  When quaffed, one fluid ounce of this liquid turns the imbiber's body into shadow, rendering her virtually invisible in darkness.  Only a watcher searching actively for the user can make a roll to spot her.  This effect lasts only an hour.  Weaker versions of this Talen exist that last only until the change of the next hour.

To create nightshade, a spirit of night or darkness must be bound into a vial.

Wyrm Scale
Gnosis 8
This sigil possesses some protection against the power of the Wyrm.  Servants of the Wyrm revert to their true forms if the sigil activates in their presence.  Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and it is incinerated completely.

To create a Wyrm scale, a Wyrm spirit must be bound into the sigil.

\Copyright White Wolf Publishing

Source Material taken from Werewolf:  The Apocalypse Third Edition; Copyrighted by White Wolf Publishing and Gaming Studios, Incorporated.