Tuesday, March 22, 2016

[Mage: The Awakening] Fetishes Indepth: Part II: Case Studies & Spells


((Out of Character (OOC) Document))
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Cannibalized from multiple sources such as the Werewolf: The Forsaken 2nd Ed and the Chronicles of Darkness Corebook))




Fetishes In-Depth

A Pentacle Academy lecture series by Daduchos Gabrielle and Thunderbolt Guardian Anton (MD), Dean of the Adamant College.

Part Two: Case Studies from the Los Vegas Athenaeum Registry

 

WITCH-POPPET (TALEN •)
A Witch-Poppet is a weak but common talen amongst wilderness mages that want to trap intruders until the Cabal can muster a response. Usually appearing as a little charm or doll, an activated Witch-Poppet is hung from a tree or bush. Effect: The first person to touch the Witch-Poppet after activation is the victim of the Knotted Paths Nature Facet (See Werewolf: The Forsaken 2nd edition).



DAWN SHARD (FETISH •)

Carrying a Dawn Shard is a good idea if a mage wants to deal with the volatile, unpredictable spirits of the sun.

Effect: The first impression of all Helions that the user encounters improves by one level as long as they can see the sigil-carved fragment of mirror on his person.



TRACKER’S LANTERN (FETISH •)

The Tracker’s Lantern is a simple little lamp or torch that blazes with a slightly odd violet light.

Effect: Where the lantern casts its illumination, all hand and foot prints made within the last hour light up with a phantasmal shimmer.



RUST-TALON BINDINGS (FETISH ••)

Rust-Talon Bindings are heavy chain manacles, covered in a patina of red and brown corrosion.

Effect: Anyone bound by the fetish takes a point of lethal damage whenever she tries to use any supernatural power.

She must then succeed at a Clash of Wills against the fetish, which has a dice pool of 5.  Attempting to break or pick the bindings with a tool or weapon inflicts one point of Structure damage on the object in question, ignoring Durability.



BRINE BOTTLE (FETISH •••)

Brine Bottles see use amongst werewolves on the coast. Effect: Let’s you breath underwater for a scene and withstand any water pressure.



STEEL WOLF (FETISH •••)

Steel Wolves see use with a few modern werewolf packs, especially those with urbanites in their ranks. Effect: These fetishes are usually solidly built cars or vans. Road Shadows produce no noise when activated — their engines and wheels are entirely silent — while Ironhides have their Durability increased by +3 against attackers.



WHISPER KNIFE (FETISH •••)

While it does nothing to let its wielder see such beings, a Whisper Knife allows a user to strike entities in Twilight with the weapon. Effect: When an attack against a Twilight being hits home, the blade whispers in the user’s mind, telling him the nature of the being he has wounded.



STORM COIL (TALEN •••)

A Storm Coil usually looks like an odd little lamp of copper or iron, housing a metal coil at its heart.

Effect: The talen allows the use of Influence (Electricity) 3. Storm Coils are usually used to overload a building’s power with a surge, or to ground electricity from a live system to let a mage tamper with it.



CRIMSON FALX (FETISH ••••)

A Crimson Falx is a brutal weapon with a curved blade that’s sharp on its inner edge — usually a glaive or sickle. Effect: After activation, the first enemy struck with the Falx in a scene suffers the Arm Wrack or Leg Wrack Tilt (attacker’s choice) permanently, as the weapon chops the limb clean off.  They also need to be represented by Conditions like One Arm, One Leg, etc.



SHADOW THUNDERHEAD MASK (FETISH ••••)

Shadow Thunderhead Masks are glowering depictions of snarling wolves or spirit-beings. While wearing such a mask, spirits scarcely dare to try to work subtle enchantments or witchcraft against the wielder. Effect: A mage wearing a Shadow Thunderhead Mask adds his Presence to all of his dice pools to resist any Influence, Numina, or Dread Power from a Claimed or spirit short of actual physical attacks.



SKY-CALLER TRINKET (TALEN ••••)

Sky-Caller Trinkets are bundles of feathers and avian bones, usually tangled together with brightly colored thread.

Effect: These Talens allow the use of Influence (Birds) 4. Enterprising Spirit mages have made great use of being able to conjure loyal birds or to control entire flocks in the vicinity.



DRUM OF THE HEAVENS (FETISH •••••)

The Drum of the Heavens resounds with a deep, beautiful note at each strike. While fairly hefty, the Drum makes music that spirits love. Effect: For every minute that a spirit that is not outright hostile listens to the Drum, its impression of the drummer improves by one level. This has its downsides; the Fetish’s owner is likely to be relentlessly pestered by spirits that just want to hear the divine, musical echoes of creation itself.


Essential Spells
Destroy Bindings (Fate ••••)
This spell enables a mage to free a soul that has been forcibly bound outside of its proper place (such as one stolen and reattached using the Death Arcanum, or one kept in a soul jar). The caster can sever the connection between a mage and her familiar, release a spirit that has been placed into a fetish, and even free a ghost from an anchor.

Practice: Unraveling

Action: Instant and contested; successes are compared to the bond’s Potency

Duration: Lasting (or prolonged vs. familiars)

Aspect: Vulgar

Cost: None

The caster’s successes must exceed the Potency of the bond being severed. In the case of a ghost, successes must exceed its Resistance dots. For a fetish, use the Potency of the spell that created the item (see the Spirit 4 “Create
Fetish” spell, p. 252). In the case of a familiar, successes must exceed its owner’s Gnosis dots.

Both the release of a trapped soul and the release of a bound spirit or ghost are lasting, though the mage familiar bond returns to normal at the end of the scene (the caster can increase this Duration as per a prolonged spell). In the case of freed souls, the soul does not automatically return from whence it came. It must be restored to its rightful owner using the Spirit 3 “Restore Lost Soul” spell, p. 250.

Adamantine Arrow Rote: Cutting the Chaff

Dice Pool: Resolve + Occult + Fate vs. bond’s Potency

With relentless conviction, the willworker of the Adamantine Arrow shatters all fetters binding a spirit against its will. In this manner, powerful fetishes can be destroyed and bound servants are given the ability to turn upon their would-be masters. Even those ephemeral beings that choose to remain at an enemy’s side can be dismissed.  Guardians of the Veil use a variant on this rote (Intelligence + Occult + Fate) to break the bonds between troublesome spiritual entities and the material world, so the beings can either leave of their own volition or be banished, no longer threatening the secrecy of the Mysteries.

 

Create Fetish Tattoo (Life •• or ••• + Spirit •••)

The willworker tattoos his flesh (with Life 2), or that of another (with Life 3), with specially prepared ink suitable to serve as the housing for a spirit. While this spell does not actually bind a spirit, when a spirit is eventually bound into the spell, it enters the ink and not the person. Most mages who make use of this spell create the marks as glyphs in High Speech, so as to be usable for a wide variety of spirits. Otherwise, each such being is apt to require a tattoo that specifically honors the being’s nature and purpose (writhing flames for a fire-spirit, or an image of a medicinal plant for one of healing, for example).

Practice: Patterning

Action: Extended (target number = highest Rank spirit that the tattoo can contain)

Duration: Prolonged (one scene)

Aspect: Vulgar

Cost: 1 Mana

The creation of the tattoo itself normally requires an Intelligence + Crafts roll to design and a Dexterity + Crafts roll to render; most self-respecting spirits will refuse to inhabit an aesthetically displeasing image. Other than that, this spell will create out of the substance of the tattoo a housing that can be used in the casting of a “Create Fetish” spell (see Mage: The Awakening, p. 252). Note that such a tattoo is not reusable (though, with Spirit 5, the spell may be created with an indefinite Duration, allowing the mage to free one spirit and subsequently bind another in the same tattoo, so long as this spell’s Potency meets or exceeds the Rank of the new spirit to be bound. The “Create Fetish” spell would need to be cast upon the new spirit, however.) A spirit bound in the tattoo may be called upon as normal for a fetish. Destroying a significant portion of the tattoo (which usually entails destroying the flesh onto which it is inked) will free the spirit, casting it into Twilight, as with any other ruined fetish.

Adamantine Arrow Rote: Otherworldly Brand

Dice Pool: Stamina + Crafts + Spirit

Arrow mages often wear the price of their dedication upon their flesh, and, to many of them, this rote is no different from the scars that they accept as a part of their duties. By binding a spirit under the skin, such willworkers gain yet another armament, one that cannot easily be taken away.

 

Create Fetish (Spirit ••••)

The mage invites or compels a spirit to inhabit an object and lend its powers to that object in the form of a fetish. Such beings (for those who care about such things) often wish to be placed within an object somehow appropriate to their nature, and grant use of their Numina to whomever holds the object in question. Thus, a fire-spirit may inhabit a dagger of obsidian, or a healing-spirit could possess a container meant for holding water. The spirit still uses its own Essence to fuel its powers and can lapse into slumber if overtaxed. A spirit forced into a fetish rails to be set free, cries that can be heard by any with active Spirit senses. 

Practice: Patterning

Action: Extended (target number = spirit’s Rank) and contested; target rolls Resistance reflexively

Duration: Prolonged (one scene)

Aspect: Vulgar

Cost: 1 Mana

The spirit must be bound into a material object. The spell’s target number equals the spirit’s Rank.
The mage must first find a suitable spirit, usually by seeking one out, calling it to it, or summoning it from the Shadow Realm. A spirit’s suitability depends on what the mage wants the fetish to do. If he wants to shoot fiery arrows at his enemies or simply make a portable heater, he needs a fire spirit. Binding a water spirit does allow him to ignite his arrows or warm him on cold nights. Finding an appropriate subject often involves researching a spirit to make sure it can do what the mage wants — or that it can do what it says it can. Study usually involves an occult library or past training on the subject. If the Storyteller feels it necessary, he can require an Intelligence + Academics or Occult roll for the mage to properly identify a suitable spirit.

The spirit releases its Numina only upon the fetish’s activation; it sleeps the rest of the time. The user must request or command the spirit to act whenever he seeks its power. This is done non-verbally with an instant action Gnosis + Spirit roll. Success allows the mage to use the fetish for the following scene. Failure means the spirit remains asleep.  A dramatic failure means the spirit is angered and does not respond for at least the next scene.
The spirit’s powers do not invoke Paradoxes or Disbelief. Spirits are native to the Fallen World and do not invoke the same reactions as Supernal magic.
If a fetish’s material object is ever destroyed, the spirit is released and becomes a Twilight being. If it has the proper Numina, it can escape back into the Shadow Realm on its own. Otherwise, it is trapped in Twilight until it can find a Verge or a mage (or other supernatural being) to help it pass over. 

Adamantine Arrow Rote: Blade of the Gods

Dice Pool: Resolve + Persuasion + Spirit vs. Resistance

With this rote, Arrow willworkers imbue weapons, armor and other useful items with the powers of spirits, with or without the consent of such entities. Silver Ladder mages use a different method (Presence + Persuasion + Spirit) to the same effect.

 

Essence Gift (Spirit •••• + Prime ••••)

The mage can convert Mana into Essence and channel it into a spirit.

Practice: Patterning

Action: Instant

Duration: Lasting

Aspect: Covert

Cost: None

If the spirit doesn’t want the Essence (its quality might be considered negative), it can contest with a reflexive Resistance roll. Each success allows the mage to convert one Mana and channel it as Essence. Unless he has a means of taking this Mana from another source (such as with the Prime 5 “Siphon Mana” spell, p. 231), he must spend his own Mana.

Mysterium Rote: Word of Honor

Dice Pool: Presence + Socialize + Spirit

The mages of the Mysterium use this rote to prove to a skeptical spirit that their pledge and bond is good, usually to coax it into a fetish or convince it to act as a familiar.

Spirit Pact (Spirit ••)

The mage engages in a transfer of ephemeral energy with a willing spirit of Rank 3 or higher. The spirit sacrifices a Willpower dot on the willworker’s behalf, which the willworker then uses to relinquish control of an indefinite duration spell. The Willpower point cannot be used for any other purpose.
Before casting the spell the willworker must make contact with the spirit; “Spirit Pact” does not call or summon the entity.
Practice: Ruling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
The spirit must be a willing participant in this transaction. These deals are invariably pre-arranged. On rare occasions, a powerful spirit may volunteer this boon as a reward or gift to a mage to whom it feels a debt of gratitude. More often, the mage must seek out the spirit and offer a great and onerous service in return for the gift of cheap spell relinquishment. Expect the service to be difficult, dangerous and time-consuming; it will typically comprise a chapter or story unto itself. The quest may take place in Twilight, the Shadow Realm or the Material Realm. Agendas of spirits for the Material Realm are often bafflingly obscure.
Spirits who embody a particular concept or sphere of influence often require their mortal negotiating partners to perform acts of symbolic significance, which generate power for them in the Shadow Realm. For example, a god of storm may require the cabal to generate a mighty hurricane. A deity of lust could demand that the mage destroy the reputation of an anti-pornography crusader.
Only after the quest has been completed will the spirit fulfill its side of the bargain.
Mysterium Rote: Twilight Contract
Dice Pool: Presence + Occult + Spirit
Operatives of the Mysterium, who attach a romantic significance to quests and enjoy plumbing a tantalizing mystery, would sooner truck with enigmatic godlings than spend their own force of will to relinquish spell control.

Restore Corpus (Spirit •••)

The mage can heal a spirit’s Corpus. This spell is great for restoring the Corpus from a spirit that makes a Talen for the caster.
Practice: Perfecting
Action: Instant
Duration: Lasting
Aspect: Vulgar
Cost: None
The spirit must be manifested in the material realm or exist within Twilight (in which case the mage must be able to see it, using a spell such as “Gossamer Touch,” p. 247). The caster must have Spirit 4 to heal a spirit across the Gauntlet (and his spellcasting dice pool is penalized by the Gauntlet’s Strength).
One Corpus point of damage is restored per success.
Free Council Rote: Spirit Mending
Dice Pool: Composure + Empathy + Spirit
Free Council willworkers use this rote to repair damage done to the insubstantial flesh of spirits. Such magic can be a powerful bargaining tool in dealing with such entities, though not all use it for such purely mercenary purposes. After all, this magic can also repair harm done to an immaterial familiar. The Mysterium variant of the rote (Resolve + Empathy + Spirit) uses different methods to obtain the same effect.




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