((Out of Character (OOC) Document))
Chronicle: Mage 2: The Dethroned Queen
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Cannibalized from Werewolf: The Forsaken Source book: Lore of the Forsaken))
Fetishes
In-Depth
A
Pentacle Academy lecture series by Daduchos Gabrielle and Thunderbolt Guardian
Anton (MD), Dean of the Adamant College.
Part
Four: Fetish Creation Steps (6 Steps)
Fetishes
provide creative players with a clean canvas to really flex their creativity.
Just as with spells, spirits can grant powers that go beyond the effects of
their Numina. As hard to learn and potent as the Fetish Rite or Create Fetish
Spell is, it would be a shame to use it lightly; a proper fetish should be
inspirational in some way, saying something about the one who forged it and the
spirit that seethes beneath the surface.
The first section of this guide will outline the basic conceptual
steps a player and storyteller should be going through in order to create a
fetish. This will include the original concept of the fetish, what sorts of
spirits may be workable for that item, appropriate vessels for the spirit, and
potential chiminage as well.
The second section of this guide details the mechanical aspects of
a fetish, to help determine what level fetish the item is. This guide is
intended to provide players with a certain degree of autonomy when making their
own fetishes – to account for a “typical” range of fetishes, with those that
are truly exceptional in some way requiring strong justification.
Throughout the guide, there will be sidebars that specifically
call out special rules or reminders for players and storytellers alike.
CONVINCING THE SPIRIT
It’s commonly
said that the spirits used for fetish-making are merely fulfilling bargains
struck ages ago between Father Wolf and the other lords of the Shadow Realm.
Some claim that it is the werewolf’s
right to create fetishes and talens. Others say that there is no innate right,
save the rule of strength — and that is enough. A few others argue that they
have no right to bind spirits in such a manner without the spirits’ consent,
and man and wolf will never throw off the stigma as long as they continue to
antagonize the spirit world. Nonetheless, the People are long used to the idea
that they simply cannot allow any spirit to do as it pleases just because it’s
a spirit. This attitude carries over toward the philosophy of fetish creation.
Sometimes a powerful werewolf thwarts the base desires of the fetish bound spirit. Other times it’s the
“master” who’s being played in a subtle way.
Nonetheless,
some spirits can be coerced to enter a fetish willingly. Why is that? It can be
for many reasons, and it’s a wise mage
who knows them all and can use them to sway a spirit’s decision.
Some powerful
spirits consider such physical vessels excellent bolt-holes, even if binding
may delay their plans for a few years. Spirits bound in fetishes are extremely
hard to locate. Most importantly, they are normally in the material world,
where few creatures, especially spirit foes, can detect them. Even creatures
that have the ability to detect supernatural energies outside the spirit world
suffer a -2. Spirits bound into fetishes no longer need to expend Essence to
exist. They may not relish their time constrained within a fetish (or even talen), but about the worst fate that can be
suffered from that point on is their eventual freedom when the fetish is broken
or the talen is used. Many hibernate,
secure in their eventual independence.
Fetishes gain
small amounts of Essence, usually flavored with the correct resonance when fulfilling their functions. To a
hammer-spirit, everything looks like a nail, or more appropriately, having a
potent user smashing things to rubble with their physical flavors the Essence
to their liking — with very little effort on the spirit’s part.
Curiosity
drives other spirits. While their senses are dulled into near-blindness by the
binding rite, spirits still have some
feel for their use and the nature of their wielders. If nothing else, they
learn things from “tasting” the Essence they consume. For many spirits,
unknowing of the material world, this is an interesting experience. Mission and
motive also drive the spirits. Jagglings
of War relish the thought of being taken
into battle, slaking their thirst on the blood-spattered resonance of violence.
Being used in this manner is not only fulfilling
but also makes the spirit world more habitable for their kind
(Chorus).
Violence begets violence. So tell me again, who is using who?
Moreover, once
freed, spirits have interesting tales to tell their superiors. Some spirits,
while useful to mages, also act as double agents — spies for their immaterial
masters. This is one of the chief methods the ancient spirit lords have for
keeping tabs on the deeds of Forsaken.
Rank also
motivates many spirits. Should they please their spirit king while in service
to a user, they may grow in their own power, progressing up the spirit
hierarchy, although such things are measured in many lifetimes and not in dots
on a character sheet.
FETISH
CREATION MECHANICS
What really
matters is the process: the care that the fetish-makers spend to select
materials that add meaning to the fetish, the time spent preparing chiminage,
the spirit selected. Creating a new fetish is a lot like crafting a work of
art. There is a method, but it is a circular process, and can start in any
number of places — don’t get too hung up on the order of the steps. It’s
certainly fine to double-back to refine your creation.
At this point, it’s time to at least consider the game mechanics side of things. Jot
down whatever you’d like the fetish to do as a general concept. Things like
“add armor” or “make me go faster” or even “make me harder to see” are all
worthwhile abilities for a fetish to have. The exact mechanics of the fetish
will be worked out below – but for now, having a solid vision of exactly what
you want your fetish to do will keep you on‐task and focused, without adding a lot of unnecessary tweaks to
the final product.
Remember – with the exception of fetishes that utilize the
character’s stats to be able to work (hitting a target with a klaive, for
instance, to deliver another effect) – all relevant pools are based off the
fetish, not the Character. It is the fetish’s power that is being utilized, not
necessarily the character. For example, if a werewolf wanted to make a fetish that
duplicated the effects of the Gift:
The following lists enable players to select a number of powers
available to create a suite of abilities for their fetish. They also allow for
some enhancement of the fetish, as well as adding some mechanical restrictions
to reflect some of the odd quirks of the fetish, noted above.
STEP ONE: CONCEPT
Inspiration
can come from many places. Necessity is the mother of invention, and may dictate
a particular ability that a cabal requires. A better road of inquiry might come
from your character’s background: her goals and the goals of her cabal, path or
legacy. Can you create something that helps fulfill them? Can you come up with a
fetish that fills a gap in your character concept? Don’t be afraid to pull from
other sources for inspiration — pop culture, gothic literature, myth, movies,
song — any can be your muse.
A fetish that
enforces and strengthens what makes your character unique is a great
achievement.
The first step, and arguably the most important, in making a
fetish is to create the concept. In short, what do you want your fetish to do?
Don’t worry about mechanics at this point – think in abstract and very basic
terms. Do you want your fetish to provide your character with armor? Allow
greater movement, whether that is a faster swimming speed, or perhaps more
running speed? At this point, it is probably best to have a sheet of paper to
write down your ideas, scratch out things that are or are not workable.
Storyteller
Note: Red Flags
Storytellers should see a red flag if a character begins to work
on a fetish that steps on another cabalmate’s
function or character concept. Take a
look at the example fetishes and you will notice something else. They all have
quirks, sometimes corresponding to spiritual bans. These quirks give them
flavor and often limit their power. A vanilla fetish is boring and should not
be encouraged — a fetish is a living thing with supernatural power, potentially
playing a key role in a story that emphasizes what animistic horror can entail.
It shouldn’t be devalued by treating it as just another form of technology.
Write down whatever will be the fetish’s key power using the examples as a
guide. Be sure to include some kind of idiosyncrasy involving when or how the
fetish’s power functions.
There are some things that a player may add to a fetish that,
combined with other things on the sheet, can become unbalancing. There is no
creation system out there that can accurately and reliably counteract this sort
of behavior, either intentional or not. That’s where the Storyteller comes in.
It is –your‐ responsibility to keep an eye out for those fetishes that, when
combined with other powers or talents, unbalance the game.
Likewise, for fetishes that go through higher approvals
(specifically, fetishes that do not conform to the rules in this Guide), there
are a number of things to keep an eye out for. These are:
• A fetish that covers up a weakness of
some kind – some aspect of a Major Template
• A fetish that is a straight port of a
spirit’s Numina. Spirits trapped within a fetish do not have access to their
Numina normally, and while a fetish’s powers may be similar in theme, they are
not identical.
• Remember, fetishes are not simply “magic
items”. They possess a spirit within them – and that spirit has its own goals,
personality, and may affect how well the fetish performs. See “Rebellious
Tools”, p.143 of Lore of the
Forsaken.
• Lastly, remember that fetishes are an “add-on” if you will. They should not replace or
overshadow the character’s natural abilities. Fetishes enhance and aid – they
do not overpower.
STEP TWO: MECHANICAL BASICS
Now that you
have the power written down, it’s time to work out the mechanics. Remember,
fetishes are not Spells. The Mage doesn’t have this magical ability; it’s the
spirit inside the fetish. Therefore, the power of the magical effects generated
by a fetish should be a function of the fetish’s rank, not based on the stats
of the mage who merely activates it. Only rarely should the Mage’s Attributes
or Skills come into play. The general exception to this is targeting, such as
hitting someone with a klaive once it’s activated.
Variable
effects (range, duration and so on) should be based on the rank of the fetish
or, alternately, the number of successes on the activation roll. Ideally, the
two complement one another. Any circumstance that modifies the successful use
of a fetish should affect the activation roll.
Fetish Activation Roll:
-
If Resonant: Roll Manipulation + Occult, Action: Extended,
Duration: Scene
-
If Unskilled Mage: Roll Gnosis, Action: Instant, Duration: Scene
-
If Spirit Mage: Roll Gnosis + Spirit, Action: Instant, Duration:
Scene
General Fetish Limitations
Here are some
general limitations on fetishes by rank.
• Talens cease
to function after one use.
• One- to
three-dot fetishes have only one spirit bound into them.
• Four- or
five-dot fetishes may have multiple spirits bound into them, as many as three
in the most potent fetishes.
Note: While
spirits inside a Fetish cannot fight or damage each other if they are
discordant/in conflict, their natures can conflict. (Example: a spirit of fear
and a spirit of comfort both bound into the same fetish). Their natures combine
together to modify the effects of the fetish overall. (Example: if you had a
spirit of weaponry and a spirit of savagery inside the same fetish, their
combined natures make it a fetish resonant with brutal murder) Most of the time a creator of the Fetish
would want to make sure the spirits jive before they are bound into the
item. In a pinch the creator can make
spirits that are not compatible work together before the Fetish self-destructs
from conflicted nature. Such a thing
would be cruel to the spirits.
STEP THREE: EVALUATE THE FETISH’S LEVEL
Using the
guidelines on of Werewolf: The Forsaken, determine the level of the fetish (covered in Part 1). It’s
actually better to let some time pass between writing up the fetish and evaluation. The Storyteller, not
the system, has the final word on this matter. Don’t be afraid to go back to
the drawing board and tweak the fetish’s abilities and other characteristics.
STEP FOUR: DETERMINE THE EMPOWERING SPIRIT
Once you have the concept sorted out, it’s time to think of what
kind of spirit you want to use in your Fetish. It should be indicative of your
fetish’s concept in some manner – a cheetah‐spirit, for instance, is not a good choice in a fetish whose
concept is tied to unlocking security doors, for instance.
Don’t be afraid, though, to stretch your thinking a little. A
fetish that provides speed has a number of different spirits that may be able
to provide benefits – spirits of sports cars (or the aforementioned cheetah!)
would be particularly suitable, but so, too,
are spirits of horses, the wind, or even lightning. Surely you’ve heard the
phrase “quick as lightning”?
Don’t keep to typical expressions of your concept, but put that
animistic thinking cap on, and consider broader spiritual concepts that may be
workable for your fetish idea. Many fetishes have a quirk or other idiosyncrasy
inherent to them. This is not mandatory, but when present is almost always tied
to either the nature of the Fetish (or its inhabiting spirit) or to the amount of power the fetish provides to the
character.
Make a note of two or three possibilities here –it’s not
imperative to choose one right now, but get some ideas down. At the very least,
they’ll spark with something later in the process, and guide you to a perfect
quirk for your fetish.
Thinking of the physical side – what does your fetish look like?
What might be an acceptable “house” for your desired spirit? Dependent upon the
type of spirit, your character may be treading dangerously close to violating
the spirit’s Ban in some manner. Keep this in mind when working on your fetish,
and ensure that the vessel is fitting from a thematic standpoint.
Once you have
some idea of the power your character is after, it’s time to start thinking
about the spirit that will be needed to complete the ritual. Think about
animals, things, emotions or even natural phenomena that seem related to the
power. These associations will lead to the correct spirit. Keep in mind that
there are many possible answers, but while there is not one right answer there probably
is a “best” or “better answer.”
For example,
if the power you are looking for has something to do with speed, think about
things that have an association with speed: animals like cheetahs and horses,
natural phenomena like wind or a sports car. For weapons, you are normally
looking for spirits that are aggressive: spirits of war, spirits of predators,
spirits of dead warriors or spirits of violence. Time to put your animistic thinking
cap on.
IN-GAME
RESEARCH
This is not a
simple academic exercise. The maker has to hunt for their information: scouring
libraries, roaming their territory for inspiration, visiting the Shadow to negotiate
with spirits or consulting with mages of
greater experience (the connections between tribemates can be especially
helpful here). The Storyteller can and should use the actions of fetish
creation as a story hook, or at least a subplot. This can be summarized in
design and mediation between the Storyteller and players.
The creation
of four- and five-dot fetishes often involves more than the discovery that a
bear-spirit is needed for the fetish. For many potent fetishes, the final
discovery should point to a particular, individual spirit as being the best
candidate for the fetish: not “a Bear Jaggling,”
but rather “The Great-Bear-Spirit of Fulsom Gap.” Now, the mage has to go find that spirit. The system below can give you
some idea of how long it will take a werewolf to get to that point.
Fetish Research
Researching
information about the spirits needed to create a fetish is not a
straightforward or easy task. To complete this task, the character is assumed
to have access to more experienced mages, lore and access to the spirit world.
Dice Pool: Intelligence + Occult
Action: Extended (2 + 3 successes per level of
fetish, talens count as level 0; each roll represents one day of research)
Roll Results
Dramatic Failure: Your character
obtains faulty or imprecise information about the spirit he needs. He cannot use
the bonuses for chiminage when performing the Rite of Binding, the Fetish Rite
or any Rite of Summoning as connected to this spirit.
Failure: Your character makes no progress
in locating the information he’s after.
Success: Your character makes progress in
his search for information.
Exceptional Success: Your character
discovers excellent information about the spirit needed. The next roll made
towards the process of creating the fetish gains a +2 bonus.
Suggested Equipment: Access to a locus
(+1), access to animistic lore (+2), player has roleplayed several inquiries successfully
(+2)
Possible Penalties: Researching an
obscure power (–2), limited library (–2), no access to the spirit world (–4)
STEP FOUR: MATERIALS FOR THE RITUAL
Suitability to
the game and character is more important than economic value; to a certain
extent, it’s even more important than quality. Simply put, the more meaning that
can be invested in the object, the more suitable it is to act as the vessel for
the spirit. This association might be concrete or abstract, but it should be
visible. These materials act as Yantras for the Create Fetish Ritual (Spirit
3). Here are some ways to relate the vessel to the spirit and the fetish:
• Purpose — A fetish whose purpose is to cut
something should have an edge; a fetish that gives someone the power of flight
might resemble wings.
• Contagion — Like calls to like. If a fetish
is powered by a tiger-spirit, the vessel may actually be made from the parts of
a tiger, such as a bone, teeth or fur.
• Form — The vessel’s color, texture, and/or
smell could resemble a spirit’s form. Write a short description of the final
physical form of the fetish. Again, this should have meaning; it should reflect the nature (type, descant and so on) of the spirit itself and the
power or powers of the fetish. This association might be concrete or abstract,
but it should be visible.
Once you are
done with that, stat out the fetish’s basic Traits. Write down the physical
attributes for a fetish Durability, Size,
and Structure. (See “Breaking a Fetish,”) Fetish weapons should have all the
stats of a normal weapon for ease of play.
STEP FIVE: DETERMINING CHIMINAGE FOR THE RITUAL
Chiminage is a
gift for the spirit. If the spirit is from a living animal or plant, think
about things that have value for its living cousins: food, shelter, comfort,
pleasure, enjoyment. Think also of the spirit’s agenda: for the spirits of living
things, these are items that promote that lifeforms’ advancement and growth.
This could include the destruction of its competitors or predators, but not to
the extent of unbalancing nature. The Storyteller has the final word on whether
or not a given form of chiminage is appropriate for a spirit.
STEP SIX: PERFORMING THE RITUAL
The actual
steps for performing the ritual spell are in the Mage: The Awakening corebook.
The Fetish Creation Rite from Werewolf: The Forsaken 2nd
Edition accomplishes the same resultant items.
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