Tuesday, April 26, 2016

[Mage: The Awakening] Fetishes Indepth: Part VII: Klaives & Weapon Fetishes

((Out of Character (OOC) Document))
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Cannibalized from the Mind's Eye Society Fetish Creation Guide)

Fetishes In-Depth

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



Part Seven: Klaives & Weapon Fetishes

Klaives

For many werewolves, teeth and claws are the only weapons they ever need. But the People also have a long history of forging weapons and binding spirits into them to increase their power. These fetish weapons are called klaives. A klaive is a hand‐to‐hand weapon — a sword, dagger, spear, axe, hammer or other implement of destruction.
Activating a klaive is normally a reflexive action that invokes the weapon’s power for the remainder of a scene. Even without being activated, a klaive is still a solidly made weapon of its type.

Fetish Weapons: Klaives

Although a brutal instrument such as a lead pipe could have a spirit bound within, it wouldn’t be a klaive. A klaive is a weapon forged for that purpose, imbued with minor powers of war. They are often sized such that they can be used most effectively in werewolf forms.

Mages with Spirit magic, particularly Thyrsus, can also use and create Fetishes, Talens, and Klaives.

All Klaives are fetished weapons, but not all Fetish weapons are Klaives. For our purposes, and to promote a uniform understanding of what a Klaive is, and is not, here are some guidelines:

Klaives...
Are created items, forged intentionally, for the purpose of being weapons and hosts to spirits.
Are most effective in Dalu and Gauru forms for werewolves
• (Werewolves only) Do not require a successful Resolve + Composure check to be usable in Gauru form.
Are NOT weapons bought from a store, online, or made for human/sleeper use.
Are never firearms or archery tackle.
Are not delicate, and do not require finesse in order to use.

Conversely, Fetish Weapons...
Can be any weapon with a spirit bound to it.
Can be a mundane weapon, from any source.
• (Werewolves only) Should impose a Resolve + Composure draw in order to be usable in Gauru, provided it is a weapon that can be used in Gauru in the first place (example: NOT a Firearm)



Overall

When creating Klaives and Fetish weapons, it’s important to keep in mind that most spirits will be fairly particular about what manner of item they inhabit. If the item is too small for the power level of the desired Fetish, the spirits will be insulted, and most certainly bear a grudge. If the item is too large for the relevant power of the Fetish, they will be suitably flattered, but in the end, the task they are being asked may well be too daunting for them to take on.

In mechanics terms, use the natural damage rating plus one of the weapon as a general guide for an appropriate level for the Fetish, for example: A standard Dagger has a damage rating of 0. Any spirits who would willingly meld with the item to create a Fetish will be very small and weak (Rank 1 or Rank 2, at most), keeping the level of the Fetish to one or two dots in power.

A Large Axe carries a damage rating of 2. This could potentially house multiple smaller spirits (three Rank 1, one Rank 1 and one Rank 2), or one median sized spirit (one rank 3). Combined, the Spirits would amount to an item between 23 dots in the Fetish Merit.

A Great Axe, with its hefty damage of 3, can house the larger spirits (Rank 4 or Rank 5), with a Fetish rating of 4 or 5 dots. Deviations from the above guidelines are allowable, and should be made with the following considerations in mind:

-       What is the quality of the item? A normal dagger, bought at a cutlery shop or Army/Navy surplus store won’t attract more potent spirits. However, a dagger hand-crafted by a blacksmith or master knife maker (Crafts 3 or higher), or one with a significant amount of effort put into the quality of the item (5+ Successes on the roll to create the item) certainly would. The description of the item should reflect the quality of the weapon.

-       What is the weapons personal history? A brand new, out of the box Mossberg 590 12 gauge, bought from an online auction, won’t catch the eye of a greater Spirit. A Thompson M1928 used by a US Army Ranger to assault German machine gun nests on DDay would stand a better chance. The sidearm of a county sheriff, carried day in, day out, cleaned daily, used with a good deal of reverence and seriousness in the line of duty for over 30 years (thus establishing a behavior pattern of care and rituallike treatment) would also please a more potent spirit. The Weapons history should be included in the write-up of the Fetish, as well as the Application for the item.

-       Did the PC bribe the spirit in a suitable fashion? Is the PC creator or PC user making it ʹworth their whileʹ to give up freedom for this type of service? This could be reflected as a certain form of chiminage (in the form of a restriction on the item) or other restriction that in a very real way make the PC have to go out of their way on a regular basis (in rare circumstances, on a daily basis; more commonly weekly; and monthly for less powerful items). The Chiminage should be noted in the Fetish Write Up, as well as the Application for the item.




Damage: Above and Beyond…

Weapons are built with the limited capacity to cause damage. Size, shape, and type of weapon all affect its ability to deal damage. Asking a spirit to imbue the item with a greater ability to harm its target requires extra coercion, convincing, or perhaps even some bribery.

Fetish Weapons and Klaives has the same damage rating as the weapon carries in its normal, inert state at no extra cost. To increase the damage rating of a Fetish beyond those limits, apply the following as individual Fetish Powers during creation:

+1 damage past base (10 point power)
+2 damage past base (20 point power)
+3 damage past base (30 point power)
+4 damage past base (40 point power)
+5 damage past base (55 point power)



Note, Klaives, and Fetish weaponry created from ordinary items cannot have a damage rating greater than 5. Example: A Longsword has a base damage of +2. You could spend 10 points to raise that to +3, or 20 to raise it to +4, but not 40 to bring it to +6.

War Form Weaponry are treated differently, in a separate section to follow.



Upping the Ante
Specific materials can cause aggravated damage to different targets. Shaping fire and other elements into a permanent Fetish weapon is not possible. No mundane melee weapon, and only a few firearms and ammunition types, have the ability to inflict damage. If a player wishes the Fetish to deal aggravated damage, they must add the following as a power during creation of the fetish:

The fetish is a weapon that inflicts aggravated damage. (25 point power)

War Form Weaponry as Fetishes and Klaives
The large, devastating weapons designed to be used in Dalu and Gauru of the Uratha (Werewolves), and the Throwback and War Forms of the Ferals make terrifying and destructive Fetishes and are nearly ideal for use as Klaives. If players wish to make a standard War Form Weapon into a fetish, use the following guidelines:
The damage rating of a War Form Weapon cannot be increased beyond 10.
The damage type of a War Form Weapon can be upgraded, with the same costs as normal.
War Form Weapons cannot be used in any form that is smaller than size 6.
War Form Weapons cannot be used in any form that lacks opposable thumbs.
Mage’s can utilize War Form Weapons if they can increase their size and strength to wield them.
The highest rank spirit that can be bound into a weapon of this type is Rank 5





No comments:

Post a Comment

Recent Posts

[Mage 2: The Dethroned Queen] New Legacy: Dancers of the Masquerade

Out of Character (OOC): Chronicle: Mage 2: The Dethroned Queen Venue: Mage: The Awakening 2nd Edition Chronicle Storyteller: Jerad S...

Most Popular Posts