((Out of Character (OOC) Document))
Chronicle: Mage 2: The Dethroned Queen
Fetishes In-Depth
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
Three: Usage Systems
It’s hard to tell
fetishes and awakened objects apart from afar; a werewolf holding a
supernaturally-charged club could have an awakened weapon, or a fetish or a klaive
(another kind of fetish). The essential difference is this: awakened objects
have their own spirits. Fetishes are objects that always have some other spirit
bound into it.
Definitions:
Talen – A low-power, one use Fetish. It actually isn’t a Fetish but has a measure
of a spirits power invested into it.
Awakened Object – The spirit of an
object has awakened naturally and is not beholden to anyone and has the resonance
traits of the object itself.
Fetish – An object which has
had a spirit dedicated or bound into it.
It is dormant when not in use.
Fetish Weapon – An object with a
spirit dedicated or bound into it that doubles as a weapon.
Klaive – A weapon deliberately
created to house a martial spirit and make a very potent Fetish Weapon.
Fetishes never
occur without some kind of supernatural assistance, while objects can awaken
naturally. Objects don’t have to be stirred into action via Harmony, Essence or
Spell; they are their own masters to an extent. Can an object be both? Thyrsus
surmise that it is possible, although the process would damage and probably completely
smother the artificial spirit’s powers. It is likely more trouble than it’s
worth.
All fetishes
share common traits and ways of interacting with mages and werewolves. This
section covers the day-to-day interactions between a fetish and a user, naming
practices, how long fetishes last, their physical resilience and how they
perceive the world.
Durability
& Aggravated Damage Resistance:
Fetishes
automatically have their Durability increased by their rank. This supernatural
reinforcement allows them to resist aggravated damage. Normally aggravated damage ignores
durability.
Talens are
fragile, impermanent things and have no supernatural reinforcement.
So, a three-dot
fetish that appears to be a small stone would have these stats: Durability 2
(reinforced to 5), Size 0, and Structure 5.
A talen made
from an identical stone would be Durability 2, Size 0, and Structure 2.
Destroying
Fetishes:
Fetishes can be
damaged and broken. When a fetish takes more damage than its Durability and it’s
not destroyed, subtract –1 from any activation rolls. If the damage equals or
exceeds the Structure of the fetish, it is broken. The spirit bound into it is
immediately, and explosively, blasted into the Shadow.
The spirit inside the Fetish
is safe from direct damage. Spirit magic
can still be used to attack the spirit directly but the Enhanced Durability must
be overcome as if it were an armor rating.
If the stats of the spirit are not known then the corpus must be approximated,
usually equivalent to the structure of the item. In most cases it is much easier to destroy
the Fetish then roust the spirit from within.
FETISH LIFESPANS
Like all
living beings, fetishes don’t endure forever, which explains why the world is
not littered with the fetishes crafted over the millennia. Still, level-three
fetishes can live as long as a human (often much longer than many Uratha), and
higher ranked fetishes may be passed down for generations before their time is
up. Eventually the bindings formed at the fetish’s creation degrade, and the
spirit gently returns to its place of origin in the Shadow. The binding object
may quickly degrade as well without the spirit’s presence, aging to the point
of uselessness within a few minutes of the unbinding — even if the object should
naturally endure much longer, the shell crumbles. This isn’t universal,
however; an old fetish knife might rust a bit, yet still remain in one piece.
The bindings on a fetish
can be re-dedicated by performing the fetish rite, but this has all the same
risks as the normal fetish creation rite. If the user flubs the ceremony, the
fetish is ruined. Most spirits are hostile to this process (in one sense, it’s
denying them parole); the user suffers a -2 to his dice
pool during the re-dedication, although, if successful, there is no
further animosity on the part of the spirit. Some fetishwrights look upon
rededication as “cheating” the spirit and refuse to do so; others care damn
little about the feelings of the spirit within.
FETISH LIFESPANS:
Talen - 6–12 months
Rank One - 1–5 years
Rank Two 5 – 10 years
Rank Three - decades
Rank Four - centuries
Rank Five - millennia
AUTONOMY
Unlike
awakened objects, the spirit inside a fetish has an extremely limited ability
to interact with the world. It rouses from slumber once in a while to fulfill
the function or functions for which it was created, it may pulse the occasional
emotional impulse to anyone touching it and it may be triggered by a sudden
influx of Essence.
Awareness
Awareness
Under
extraordinary circumstances, the Storyteller might allow a fetish to react to a
situation. Examples might be when called to act by Rank 5+ spirits of its choir
or descant, or when exposed to an inordinate amount of Essence. In such cases,
it may even be able to use a portion of the ability it possessed while free. Here
are some quick and dirty rules you can use:
• A fetish
experiencing a brief moment of autonomy can activate any of its powers as
needed.
• For anything
that would normally require Finesse, Power or Resistance rolls — roll a number
of dice equal to the fetish’s Level + 3.
• For rolls
involving resisting the fetish’s power when not in the possession of its owner
— what it was created to perform — the dice pool equals the fetish’s Level x 2.
NAMED FETISHES
The spirits
bound into talens or one-dot fetishes really don’t care if they are referred to
by name or not.
The spirits
inhabiting two-dot or higher fetishes may become unruly and obstreperous if not
given the respect of a name. Even if the spirit itself had no individual name
in the Shadow, it understands that being bound into an object gives it a
measure of individuality. Many users don’t give a damn about whether a spirit
feels respected or not, and admittedly they have the position of power — but
others feel that any object with such power, certainly with a spirit entity giving
it its identity, deserves at least a formal name.
Fetishes often
have two or more names — a descriptive name
and an individual name.
The names in sourcebooks
are normally descriptive names —
evocative of the fetish’s power or nature.
The individual name is usually in the First
Tongue, and is coined especially for the fetish’s fusion of material object and
immaterial spirit.
It’s not
appropriate to punish players for failing to name their fetishes, but it might
be appropriate to reward them for using the names. If a user calls on his fetish by name in a respectful tone just before
invoking its power, it may be appropriate to offer him a +1 bonus to the
activation roll.
FETISHES & THE REST OF THE WORLD
Technically,
only werewolves and other creatures with Harmony or Essence can use fetishes in
the natural state of things. A Host might be able to inject a fetish with
Essence to activate it, but a vampire has no way of contacting or bribing the
spirit within.
That’s the
rule, but it does get broken. That said,
when allowing non-werewolves to try using a fetish, there are a couple of
hurdles they must overcome. Assuming that they know an object is a fetish in
the first place, they have to figure out what the fetish is supposed to do —
with klaives, it’s easy to tell that the thing is a weapon, but not so easy to
guess what its precise ability is.
The more
demanding task is to wake it up, or activate the fetish. Non-Uratha lack
Harmony, which puts them at a severe disadvantage here. When a player rolls
Harmony, the werewolf is effectively attempting to place her mental state in
balance, letting her spirit nature reach out to the fetish without losing control.
A human can’t mimic this state. He can’t give the fetish what it expects to
feel. Uratha can override a failure of Harmony (or simply save time) by
channeling a flow of Essence into the device.
Supernaturals
that can generate Essence, the food of spirits, can do this as well. Even
normal humans could cause the fetish to function if they can naturally generate the right kind of Essence due to their
emotional state, the actions they are trying to perform or the emotions of
those around them. This is a Storyteller call based on the situation.
If the
creature is capable of learning the fetish’s purpose and providing it with
Essence, use the system below. All non-Uratha suffer a penalty for
wielding an unattuned fetish equal to -1 per dot of the fetish.
Dice Pool: Manipulation + Occult
Action: As per the fetish
Roll Results
Dramatic Failure: The fetish does not
function, but may activate to exact retribution on the offensive upstart attempting
to become its wielder.
Failure: The fetish does not activate.
Success: The fetish functions normally.
Exceptional Success: The fetish functions
normally. The character reduces the penalty to his dice pool by 1 the next time
he attempts to activate it.
DETECTING A FETISH
When not
active, any spirits inside a fetish normally slumber, making them pretty difficult
to detect; essentially, they become as hard to detect as an Uratha in Hishu
form.
Fetishes are
spirits wrapped in/combined with a corporeal object — pretty effectively hidden
from at incidental supernatural “radar.” A mage or vampire should not get the
supernatural heebie-jeebies from just passing near a dormant fetish. Of course,
a bronze axe embossed with unknown runes and symbols is cause for at least some
investigation.
A fetish must be
handled in order to properly evaluate its potential power or Focused Mage Sight
(usually Second Sight) is needed to accomplish this roll.
Dice Pool: Intelligence + Occult or use of
the standard Scrutiny rules
Action: Instant
Roll Results
Dramatic Failure: You get a misleading
idea as to the nature of the object, perhaps guessing the exactly wrong thing.
Failure: You gain no insight to the nature
of the object. It does not seem spiritually significant.
Success: You can see a glimpse of the
spirit bound within the item (if any) and a hint as to its function.
Exceptional Success: If the object is a
fetish, you learn the nature of the spirit within, and can guess at the power
level of the fetish.
Possible Penalties: Fetish is dormant
(–2), character is not a werewolf (–3)
FETISH-BOUND
PERCEPTIONS
The spirit or
spirits within a fetish slumber for most of the time, only experiencing
wakefulness during an
Essence flow.
This is most often when an anxious Uratha expends Essence to activate the
object’s powers or when the fetish is around an extremely potent source, such
as near a powerful locus. For more powerful (and hungry) fetishes, merely being
around activities that generate Essence flavored to the inhabiting spirit’s
taste may also stir the fetish to wakefulness. For example, a four-dot klaive may
begin to stir when around any kind of combat. Even some sporting events like a
boxing match might nudge a powerful weapon into wakefulness. While awake,
fetishes experience reality in fragmented glimpses caught by random senses.
Remaining awake is a troublesome task, particularly if there isn’t a specific
task related to the fetish’s purpose immediately at hand.
COMMUNING WITH FETISHES
An Uratha can
check on the state of a fetish by offering it Essence while concentrating on
the mood of the fetish. An Uratha’s relationship with a fetish does not end
after creation or attunement. Just as a fetish’s magical nature is difficult to
discern, so too is it difficult for an Uratha to learn the “mood” of a fetish.
By offering a gift of Essence in a show of chiminage (not to activate, but as a
gift), she can stir the spirit inside to wakefulness and attempt to glean its
emotional well-being.
Fetishes below
three dots are rarely cognizant enough to communicate their dissatisfaction or
approval. The more powerful the spirit bound into the fetish, the easier it is
for an Uratha to discover its general mood. The general modifier to this roll
is equal to (5 — fetish’s rating), so there is no modifier for five-dot
fetishes. Note though, that this is not a conversation. An Uratha might
discover that his klaive axe is unhappy, but not know why it is unhappy or how
to fix things. To understand more exactly, an Uratha must perform the Rouse the
Fetish rite. These actions may be
approximated with the applicable Spirit Arcanum Spells.
Dice Pool: Wits + Occult + Primal Urge
Action: Instant
Roll Results
Dramatic Failure: The spirit within
seems angry, even if it didn’t formerly have cause.
Failure: You learn nothing about your
fetish’s mood.
Success: You know the general emotional
state of the spirit — content, hungry, happy, angry, etc.
Exceptional Success: You learn the
particular incident that affected the fetish’s mood, or the targets of its
emotions — for instance, a klaive that’s angry at the pack’s Elodoth for
talking the pack out of that last fight.
Possible Penalties: Spirit’s power (5 —
fetish’s level), spirit is displeased with the Uratha (–2), spirit feels
exceptionally well taken care of (+2), Uratha outranks the spirit (+2), Uratha
has not attuned the fetish (–S2)
HONORING
AND CARING FOR A FETISH
Fetishes do
not need to eat to survive (one of the benefits of being a fetish), but they
still hunger for
Essence
flavored with the correct resonance. Most gain enough Essence from regular use
to slake this thirst, but either from disuse or misuse they can become hungry —
the leading cause of an unhappy fetish.
Fetishes want
to be used; moreover, they want to be used in ways that generate the correct
flavor of Essence that they crave. Klaives want to fight; umbral wings want to
experience the joy of flight. Then again, fetishes can also be fed by just
being around the right kind of Essence or by engendering the creation of the
right kind of resonance.
As a rough
rule of thumb, a fetish needs to be appeased a number of times per season equal
to its dots. Talens count as level 0, and need no appeasement — although a
terrible Uratha can still piss them off. If they rebel they still are not expended until
used. Owning a five-dot fetish is a great advantage,
yet keeping the thing from turning on its owner is a tricky business. This is
not meant to be a bookkeeping nightmare for players or the Storyteller; if it
seems like one system too many, ignore it. The rules for honoring a fetish are
just another way of reminding the players that the fetishes are in a manner of
speaking alive, and that roleplaying and interacting with them does not end with
the fetish creation rituals. The easiest way to do this is just to write down
the seasons when the characters acquired the fetishes — let them keep track of
their deeds of appeasement.
ACT S OF APPEASEMENT
Paying
attention to the “living conditions” of their fetishes is important to most
Uratha and Thyrsus. Additionally, werewolves of Harmony 8+ are expected to
cater to all of their fetishes, including talens, or lose their enhanced
harmonious state — misusing fetish is the same as being rude to a spirit, a
Level 7 sin against Harmony.
While these
acts should not need to take up hours of game time, they should become a part
of play. Acts of appeasement between play sessions should not count, unless they
are related in detail to the members of the pack or cabal (Downtime actions
spent on this are acceptable). Deeds of
appeasement should be recorded by the player.
• Using the
fetish at a dramatically appropriate time — one that generates appropriate
resonance for the spirit of the fetish.
• Spending
Essence to empower the fetish even when its powers aren’t necessary; in effect,
giving the spirit within an extra mealtime.
• Improving
the lot of spirits of the same descant by acts in the Spirit or material world.
• Ritually
honoring a fetish with chiminage — soaking a weapon in the blood of many foes,
hanging a wind instrument in a pass where cold mountain winds caress it and so
on.
ROUSE THE FETISH ( Spirit ••)
This
spell allows a mage to communicate with the spirit of a fetish. It may be used
to investigate the properties of a strange, newly won prize or to appease a
fetish that is less than happy with its wielder.
Performing
the spell usually involves the mage drawing a circle around the fetish with
chalk or some other substance meaningful to the spirit bound into the fetish
(if known). The ritualist surrounds this circle with First Tongue sigils and
chants softly as he focuses his will. Offerings
of chiminage are also helpful, if the nature of the spirit is known.
Dice Pool:
Manipulation + Occult + Spirit
Action:
Extended (Successes equal to Rank)
Roll Results
Dramatic Failure:
The caster’s crude query looses something in the bonds tying spirit to object.
The spirit flees the fetish.
Failure: No
successes are gathered. The caster may try again with a cumulative -1 penalty.
Success:
Successes are gathered. The Caster makes contact, and can converse in a limited
fashion. The spirit will reveal its nature, Rank and the purpose of the fetish.
Exceptional success: The spirit is more forthcoming, and may relate details about
its binding, past owners or other such information.
Suggested Modifiers:
Modifier
Situation
+2
Caster knows spirit’s name.
+1
Caster makes offering of chiminage.
–1
to –5 –1 per dot of the fetish
REBELLIOUS TOOLS
One option
available to Storytellers is having a fetish that is treated poorly by its
owner rebel against its master, failing to work or even turning on him. The drawback
to using this option is that it encourages characters to be, well, nicer —
respectful of their tools, even reverent to the spirits within. Although this
may be a proper course of action when viewed objectively, it also undercuts the
notion of werewolves as monsters on the border of savagery. A vicious, arrogant
Uratha who works as the pack’s rival becomes less likely to have any fetishes
that he can rely on. On the other hand, a rebellious fetish — the sword that
turns on its wielder, the ring that slips off in its wearer’s moment of need —
echoes back to a great many old stories that were often quite grim. The same is
true of the object that is dangerous to use by its very nature, like
Stevenson’s bottle-imp or Jacobs’ monkey’s paw. It’s a device that is best used
sparingly, yet it can be quite effective.
If a fetish has suffered enough
indignity that the Storyteller feels it might turn on its owner — used too
frequently for trivial matters, or perhaps used for an antithetical purpose, such as using a shroud housing a
death-spirit as a birthing rag — the Storyteller
may roll a number of dice equal to the fetish’s rating. If any successes
show up, the fetish will turn against its owner in some way, perhaps small,
perhaps large. Depending upon the power of the fetish, it may have several
options to make known its dissatisfaction.
Note that higher-ranking
fetishes may use any and all of the retributions listed for lower ranking
fetishes.
Talen, • or ••
The fetish resists use. The roll to activate the fetish suffers a -2 penalty.
Expending
Essence still
overrides the need for an activation roll.
••• The fetish
can taint its owner’s Essence (if they have a pool), imbuing it with the
spirit’s favored resonance. This makes the character especially “tasty” to others
of the spirit’s ilk, and antagonizes that spirit’s enemies. Such a taint will
not always inspire an attack by other spirits, but it will influence their
actions. Any Uratha suffering this retribution may be treated as one less honorary
Rank than he actually is in the eyes of appropriate spirits. Something similar can happen to mages.
•••• Should a
character have only one die left in her pool when performing an action with the
fetish, the fetish can hex the character’s luck, turning the single die into a chance die. The
Storyteller does this without telling the player until the result is rolled. Any dramatic failure
is sure to implicate the fetish — weapons may turn in the hand, fetishes may
turn off (or at least seem to) at an inopportune time and so on.
Note: This
rebellion can be expanded to other rolls related to the fetish’s area of
influence. For example: if you have a rebellious dog spirit fetish, and you
have only one die on a roll to befriend a guard dog, it could become a chance
die if the fetish is on your person at the time, even if they aren’t using its
magical powers. This is somewhat similar to method below, with a fetish
blocking your ability to spend willpower on a related roll.
••••• The
fetish can block the character spending Willpower to boost a die pool, so long
as the action has something to do with the fetish or reflects its purpose. A klaive
could prevent a character from spending Willpower to aid a Brawl roll, for
instance, as long as the klaive is on the owner’s person at the time. The point
of Willpower is not used.
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