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JULY 2015 RELEASE


Table of Contents
FETISHES AND TALENS .................................................................................................................................................. 3
FETISH APPROVAL LEVELS ...................................................................................................................................................... 3
FETISH GUIDELINES ............................................................................................................................................................... 3
SANCTIONED TALENS AND FETISHES ..................................................................................................................................... 3
TALENS .............................................................................................................................................................................. 4
FETISHES............................................................................................................................................................................ 5
A.................................................................................................................................................................................... 5
B .................................................................................................................................................................................... 6
C .................................................................................................................................................................................... 6
D.................................................................................................................................................................................... 7
E .................................................................................................................................................................................... 8
F .................................................................................................................................................................................... 8
G ................................................................................................................................................................................... 9
H ................................................................................................................................................................................... 9
I ..................................................................................................................................................................................... 9
J..................................................................................................................................................................................... 9
K .................................................................................................................................................................................... 9
L .................................................................................................................................................................................... 9
M................................................................................................................................................................................. 10
N ................................................................................................................................................................................. 11
O ................................................................................................................................................................................. 11
P .................................................................................................................................................................................. 11
Q ................................................................................................................................................................................. 11
R .................................................................................................................................................................................. 11
S .................................................................................................................................................................................. 12
T .................................................................................................................................................................................. 13
U ................................................................................................................................................................................. 14
V .................................................................................................................................................................................. 14
W ................................................................................................................................................................................ 14
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CUSTOM FETISH RULES .................................................................................................................................................... 15


OVERVIEW ................................................................................................................................................................... 15
CREATIVE LICENSE ....................................................................................................................................................... 16
THE PROCESS ............................................................................................................................................................... 16
THE GUIDELINES .......................................................................................................................................................... 16
THE MECHANICS .......................................................................................................................................................... 16
KLAIVES ........................................................................................................................................................................... 19
GRAND KLAIVES ............................................................................................................................................................... 19

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FETISHES AND TALENS


FETISH APPROVAL LEVELS
Fetish Level 4: High Approval
Fetish Level 5+: Top Approval
Simple Klaives High Approval
Grand Klaives Top Approval (also require at least the Rank of Adren, and 5 permanent honor renown to bear.)

FETISH GUIDELINES
The maximum number of Fetishes (not including Talens) a character can own is equal to their permanent Gnosis Rating.
The maximum number of Fetishes (not including Talens) a character can have active at one time is one half of their permanent Gnosis
rounded down (minimum 1).

The maximum number of Talens a character can have is equal to their permanent Gnosis Rating plus their Rank.
Attributes of the same category, health levels, damage, and same Abilities do not stack with multiple active Fetishes (including Talens).
You take the best of these bonuses from each of the active Fetishes and/or Talens.

Characters cannot enter play with more Fetishes (not including Talens) than their starting Rank.
The Fetishes and Talens chosen at entering play may only come from the Laws of the Wild, Revised or the appropriate Revised
Tribebook or Changing Breed section of the appropriate Changing Breed Book.

When activating Fetishes, if the challenge is a tie and both the Garou and the Fetish are equal in Gnosis Traits, the Garou wins the
challenge.

Nonstandard/custom fetishes may be created using the Custom Fetish Creation Guide.

SANCTIONED TALENS AND FETISHES


What follows is a listing of Fetishes and Talens and any errata pulled from Laws of the Wild, Revised, Book of Auspices, Hammer and
Klaive, W20, W20: Changing Breeds, Players Guide to the Garou, and the Tribebooks Revised. These Fetishes are in addition to those
found in the Laws of the Wild, Revised, the Tribebooks Revised, and the Changing Breeds Books. In parentheses are listed the group or
groups the Fetish or Talen is available for and the book in which it can be found. General Fetishes and Fetishes from Laws of the Wild,
Revised can be purchased and made by any Garou or Fera (with the exceptions of Klaives which are Garou only). Otherwise, whatever
Tribe, Breed, Auspice, or Changing Breed is listed in the parentheticals are the only characters these Fetishes are available to. Kinfolk can
only purchase Fetishes listed as Kinfolk.
The Fetishes and Talens from these books are the only Sanctioned Fetishes and Talens. Any and all other Fetishes must be made using
the Custom Fetish rules. If you have Fetishes that were listed in a source book that is not sanctioned you and your Storytellers need to
review the item.
If the Fetish can be recreated at its current Approval level or lower using the Custom Fetish rules, no changes need be made.
If the Fetish cannot be recreated using the Custom Fetish rules at its current Approval level it can either be remade using the Custom
Fetish rules or the character can get a refund of the XP spent for the Fetish.
For the purpose of this addendum, if a player wishes to be refunded for a Fetish, and its mechanics have changed - they may elect to do
so and receive their points back.

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TALENS
Atums Arrows (Silent Striders H&K): +2 aggravated damage to vampires.
Beacon Burr (General H&K): As per Hammer and Klaive page 73.
Bloody Bandages (Ahroun H&K): Only one Bloody Bandage can affect a person at a time. When making a Bloody Bandage, the Ahroun
wounds himself down to the Incapacitated health level. Each health level lost in this way (not including Health levels gained through armor,
Gifts, or other supernatural means) is stored in the Bloody Bandages. When applied and activated, the Bloody Bandages heal a number
of health levels equal to those lost when making them at a rate of one health level per round.
Childrens Poultices and Potions (Black Furies H&K): Gnosis 7. The Talen tests its Gnosis against the illness, 4 Traits for non-life
threatening, 6 Traits terminal illnesses, 9 Traits for otherwise incurable afflictions.
Chiropteran Spies (General PGtG): As per Players Guide to Garou, page. 148.
Dead Rock (Red Talons H&K): Every day after being planted the Talen does a Static Gnosis check (difficulty 7).
Dead Stuff (Nuwisha H&K): While under the effects of this Talen, the victim suffers a two Trait penalty on all challenges. This Talen lasts
until the first sunlight of the next day.
Death Sword (Fianna H&K): The sword uses the stats of the Broadsword (Dark Epics, page 84), and does aggravated damage.
Dire Call (Kinfolk W20): As per W20 page 385.
Face Paint (Ragabash BoA): This Talen when activated allows the user to alter her facial appearance and to change the attributes that
comprise her Social Traits.
Faerie Gold (General PGtG): As per Players Guide to Garou, page 148.
Fire Tooth (Red Talons H&K): The damage of the explosion is 4 aggravated damage.
Gaias Breath (General H&K): When sprinkled over a wound the Talen heals the amount of damage taken from the last single attack the
character suffered (not to exceed 4 damage healed). A new Talen and activation has to be used per wound healed.
Ghost Charm (Nuwisha H&K): While under the effects of this Talen, the user is up two Traits for comparison of ties and overbids on all
Stealth challenges.
Golden Apples (Black Furies H&K): It requires a Static Willpower Test (difficulty 6) to resist the temptation to fling all else aside and
focus solely upon eating the apple. On eating the apple there is a series of extended Static Gnosis Tests (difficulty equal to the Talen
eaters Rage). You continue to make Static Tests until one of them fails. For each Static Test that succeeded a level of damage is healed.
Grass Darts (Metis H&K): These darts do one level of lethal damage, or one level of aggravated damage if used with Create Element.
Heros Mead (Kinfolk W20): When consumed this Talen doubles the Kinfolks Strength-related Traits (no more than 5 additional Traits)
for the scene.
Ice Arrow (Uktena/Wendigo H&K): As per Hammer and Klaive page 95.
Long Whispers (Kinfolk W20): As per W20 page 385.
Maize Paste (Uktena/Wendigo H&K): As per Hammer and Klaive page 95.
Pectoral of Terror (Silent Striders): High Approval. Only one of these Talens can be owned by a Garou at any time.
Same Rock (Gurahl H&K): To avoid being taken in by the deception is a Static Mental Challenge (difficulty 10 Traits, retest Survival.)
Sneeze (Corax H&K): As per Hammer and Klaive page 102.
Spinal Vines (Black Spiral Dancers NPC Only H&K): As per Hammer and Klaive page 95.
Spirit Pill (Glass Walkers H&K): When taken and activated this Talen reduces the effective level of the Gauntlet for the user by 3.
Storm Feather (General PGtG): As per Players Guide to Garou, page 148.
Test Vial (Kinfolk W20): As per W20 - page 384.

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The Slug (Glass Walkers H&K): Only usable in Sniper Rifles (Dark Epics page 87). The shot used to fire this Talen has two additional
Traits for purpose of comparison of ties and Overbids, double range, and deals an additional three levels of damage. Mundane mortals hit
by the Talen are immediately killed.
Trapdoor Boon (General PGtG): As per Players Guide to Garou, page 151.
Vision Pool (General H&K): To interpret the visions correctly requires a Static Mental Challenge (difficulty 6 Traits, retest Enigmas).
Warpaint (Tribal H&K): Tribe members can share this paint with a number of people up to her permanent Gnosis Rating. A character can
only benefit from one War Paint at a time. Unless otherwise listed, the Warpaint only lasts for a scene before needing to be reapplied.
Bone Paint (Black Furies): The Willpower check to avoid fleeing is a Static Willpower Challenge, difficulty 4 Traits.
Body Graffiti (Bone Gnawers): While activated, anyone fighting the wearer must make a Simple Attack before each attack. If this
Simple Test fails, the attacker suffers a two Trait penalty on the attack.
Sun Paint (Children of Gaia)a: As per Hammer and Klaive page 74.
Green Dye (Fianna): When first trying to attack the one wearing this War Paint, the attacker must succeed in a Static Willpower
Challenge (difficulty 4) or be unable to attack them for the scene. he challenge succeeds the attacker need not test again.
Tyrs Blood (Get of Fenris): It is a Static Willpower Challenge (difficulty 4) to avoid fleeing as described.
Ghost Camo (Glass Walkers): While worn and active this war paint gives the user three Traits up for comparison of ties and
overbids to remain unseen when in shadows or cover, but not while in plain sight, attacking, or physically interacting with her
environment.
Stench Mark (Red Talons): Each round the Talon using the paint remains hidden from sight of humans nearby (within 10 paces),
the human is suffers a one Trait penalty to all actions. This penalty is cumulative. If the penalty would cause the human to bid 0 Mental
Traits or 0 Physical Traits - they faint in terror for the scene or until attacked.
Training Paint (Shadow Lords): Shadow Lords can only share this with other Shadow Lords or pack members. For each Shadow
Lord or pack member in line of sight wearing the paint, the wearer is up one Trait for determining Initiative. Shadow Lords who are also
members of the pack do not count twice.
Fire Shadows (Silent Striders): When activated and worn, attacks against the wearer suffer a two Trait penalty.
Royal Marking (Silver Fangs): As per Hammer and klaive page 75.
Elemental Camouflage (Uktena): While active the wearer does an additional level of damage to Spirits, and takes one less level of
damage from Spirits.
Dead Paint (Wendigo): This War Paint gives one additional damage against the murderer.

FETISHES
A
Air Foot Anklets (General H&K): While activated this Fetish gives the user two Traits in comparison of Ties and Overbids to Stealth
challenges, puts those trying to track trails made by the user while the Fetish is active two Traits down for comparison of Ties and
Overbids, and while active gives the Fetish user a free retest in challenges to resist fatigue and exhaustion.
Air Hightops (Glass Walkers) While active grants the wearer Athletics x2, and immunity from fall damage from any height.
Alviss Stone Hammer (Get of Fenris H&K): This Fetish works as listed save that it uses the stats, damage, and range of an
Ironhammer.
Alyoshas Headband (General PGtG): When activated this Fetish allows the wearer to retest a Subterfuge challenge.
Amulet of Kinship (General/Kinfolk H&K): As per Hammer and Klaive page 98.
Ancestor Fetishes (Stargazers): Reserved for use by the National Staff.
Assassins Klaive (Shadow Lord): These weapons can either be made out of silver or bone (as written). If made of bone it cannot be
used in Klaviskar.

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Australian Switchblade (Bone Gnawers H&K): When activated this weapon uses the stats as a Broadsword (Dark Epics, page 84), and
does aggravated damage.
Automatic Map (Ratkin H&K): As per Hammer and Klaive pages 106/107.

B
Bad Medicine Bag (Nuwisha W20:CB): This Fetish puts the character two Traits down for comparison of Ties and Overbids for a
number of days equal to the Nuwishas Humor Renown or until it is destroyed.
Ball of Ice (General H&K): As Hammer and Klaive page 62. To resist shivering is a Static Willpower Challenge (difficulty 8 Traits).
Bane Seal (Uktena): Not Sanctioned for PCs, Top Approval for use by NPCs.
Bane Water Bag (Uktena/Wendigo H&K): As per Hammer and Klaive page 95.
Beast Masks (General PGtG): There is no currently existing version of this Fetish that turns the user into a Vampire.
Belt of the Ettins (General PGtG): This is a level 4 Fetish. This Fetish can be activated once per session. For one action, the wearer can
perform an amazing feat of strength like those listed in Might of Thor. The user does not get any of the Traits or damage from that power.
Blanket of Peaceful Rest (General H&K): Any Spirit attempting to supernaturally cause nightmares must first succeed in a Static Gnosis
challenge (difficulty 7).
Blaze Pistol (Glass Walkers H&K): The Fetish user is up three Traits for purpose of comparison of ties and Overbids to shoot those
illuminated by the tracer shot of this gun.
Blood Jewel (Fianna H&K): When activated the distraction of the jewel puts the wearer two Traits up for purposes of comparison of ties
and Overbids while Dodging. In addition, each round the person fighting the Fetish wearer must make a Static Rage Challenge (starting at
difficulty 7 and lowering by one each round) or enter Berserk Frenzy.
Bindrune Amulet (General H&K): Each of these is made using the Custom Fetish rules.
Bird Stone (Uktena/Wendigo): Those in combat with the Fetish user, suffer a two Trait penalty for the purpose of comparison of ties and
overbids to challenges against the user.
Bone Spear (Bastet H&K): This spear uses the stats for the Spear from Dark Epics (pages 83/84), and does aggravated damage while
activated
Book of the Spirits Secrets (General H&K): As per Hammer and Klaive page 66, however, instead of successes each successful
activation of the Fetish answers a question. To ask a favor requires a Gnosis be spent and defeat the Spirit in a Willpower Challenge.
Bow of Artemis (Black Furies TBR:BF): This Fetish can only be used by Maiden Black Furies.
Bowl of Blood (Black Furies H&K): To deceive the bowl requires a Static Mental Challenge against 12 Traits (retest Subterfuge).
Brews/Meads Talen (Fianna): Fianna or Fianna Kinfolk only to create. Requires the brewer to have chosen Crafts: Brewing as one of
their three Tribal Advantage Abilities. The approvals to have traveled the Umbral realms and made the brew are required even if having
been done in character background.
Brooch of Fathers (Silver Fangs H&K): While activated the Fetish user may add his Pure Breed Background with his Ancestors
Background, not to exceed 5.

C
Chameleon Skin (General PGtG): This is a level 4 Fetish.
Charm of One Mind (Gurahl H&K): As per Hammer and Klaive page 103.
Circular Saw Launcher (Ratkin CB2): As listed for Fetish Cost, Bonus Traits, and Fetish Gnosis. This weapon functions like a regular
firearm (including using Firearms to retest), and deals two aggravated levels of damage as its ammunition is formed of and propelled by
writhing shadows. It has a Rate of Fire of 3, and does not need to be reloaded. It possesses no other mechanics.
Claw Carvings (General H&K): A character can only have one Claw Carving Fetish at a time, and Claw Fetishes do not function with
Silver Claws active.

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Dueling Claws: This should read after a successful Physical challenge the claws deal one level of aggravated damage (and cannot
do more by any means), as well as leaving bright red wounds that last for a number of hours equal to the attackers permanent Honor
Renown.
Fire Claws: Each activation lasts for a number of rounds equal to the Fetish users permanent Glory Renown.
Thorn Claws: As per Hammer and Klaive page 69, however, the target is considered grappled, has a two Trait penalty on all
challenges, and cannot flee, until she can take an action and Win or Tie two Simple Tests to remove the claws.
Umbra Claws: After activation, the Fetish remains active for the remainder of the scene. The user then makes a claw attack with a
Physical Challenge (difficulty equal to the Gauntlet rating, retest Brawl), and for a number of turns equal to the Fetish-users permanent
Wisdom Renown, the Gauntlet is lowered by the amount of damage dealt.
Cloud String (General H&K): As per Hammer and Klaive pages 67/68.
Corvids Favor (Corax H&K): As per Hammer and Klaive pages 101/102.
Counterfeit (Corax H&K): As per Hammer and Klaive page 102.
Crystal Javelin (Silver Fangs H&K): This weapon uses the stats for a Spear on pages 83/84 of Dark Epics. When activated the Spear is
treated as Silver, and anyone within 5 paces must make a Static Mental Challenge (difficulty 8, retest Awareness) or be blinded for one
turn. Those attempting to strike the wielder of this activated Fetish are suffer a two Trait penalty on the attack. The version of this spear
with a second Spirit is a Custom Fetish.
Curse Bracelets (Shadow Lords H&K): As per Hammer and Klaive pages 91 and 92.
Cyber-Fetishes (Glass Walkers): May only be created and installed by Silicon Sentinels. In addition to fetishes specified as Cyber
Fetishes, any Fetish can be turned into a Cyber-Fetish with the same powers as the original Fetish, however, a Fetish whose primary form
is a weapon may not be converted in this fashion.
The approval level for a Cyber-Fetish is the one higher than the approval level for the equivalent fetish being mimicked. A Silicon Sentinel
can have a number of Cyber-Fetishes equal to half of his permanent Gnosis Rating (round up), but may not start the Chronicle with any
Cyber-Fetishes.
Implanting and removing Cyber Fetishes is a difficult process, requiring Medicine x4, a lab to do it at, and a Mental Challenge with a
difficulty of two times the Gnosis Rating of the Fetish being implanted or removed. Surgery and recovery period is 1 week per rank of the
fetish, during which the owner/patient is down 2 traits on all challenges (representing getting use to the new item). If the surgeon implanting
or removing the Fetishes fails the challenge, he must then engage in two Simple Tests. If he fails both of these Simple Tests, in addition to
the Cyber Fetish not being installed or removed, the Garou being operated on gets a Battle Scar (For which they cannot seek renown) as
chosen by the Storyteller, and suffers a loss of 3 Wisdom and 3 Honor renown.
After a Cyber Fetish is successfully implanted, the Garou with the new implant must attune the Fetish. If this challenge fails, the Garou
must either reach an accord with the spirit of the Fetish, or suffer from rejection. If an accord is reached, the Fetish stays, but is dormant,
and cannot be activated until the accord if fulfilled and the spirit is happy. Additionally, the Cyber Fetish drains a Gnosis from the Garou to
sustain itself (Taken at the beginning of each session). If the Fetish is rejected the owner/patient loses 1 Permanent Gnosis, and still suffer
from the penalties as though it is unattuned (Unusable, loses 1 temporary Gnosis at the beginning of each game session). Failing to reach
an accord also costs the patient 3 Wisdom and 3 Honor.
Creating a Cyber Fetish requires knowledge of the Rite of the Fetish, Medicine x4, Science x4 and Occult x4 (or Weaver Lore x3), and
maybe any other applicable skill, depending on the Fetish (Computers x4 if it's supposed to work with communication
networks/Cyberrealm, for example).

D
Dagger of Retribution (General W20): As listed on page 223 of W20, this weapon uses the Dagger Stats found on page 83 of Dark
Epics. While activated and used against the thief, the wielder can choose whether to deal aggravated or lethal damage. The thief takes two
additional levels of damage from this weapon while activated.
Dark Mask (General H&K): As per Hammer and Klaive page 63.
Dream Catcher (General H&K): As per Hammer and Klaive page 63.
Dream Stealer (General PGtG): As per Players Guide to Garou page 144.
Dream Weaver (General PGtG): As per Players Guide to Garou, page 145.

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DSiah (Silent Striders): +2 traits, reduced from 8 Gnosis to 6. Ignore the 'strength damage' text. Damage: 1 level Aggravated. All
supernatural creatures that use Blood traits or are snake-like, suffer 3 levels of Aggravated damage. The Gnosis challenge is a Static vs 8
traits. The wielder can choose damage or drain per successful strike, but not both. 'Breakable' applies to opponents in armor or armor
provided by supernatural Gifts, the difficulty to break upon failing is 2 Simple Tests with no retests.

E
Emotion Gem (Ragabash H&K): While activated the wearer is two Traits up on Subterfuge challenges and any challenges relating to
seduction or deceiving those who can see the gem.
Emperors Tea (Stargazers): Consumption and activation of the talen gives the user a 1 trait bonus on any perception based challenges
for the scene or an hour.
Empty Water (Red Talons H&K): When activated after washing the scent away, any attempt to see the character by scent fails. Tracking
the character by other methods is at a three Trait penalty. While active the PC is one Trait down on all Mental Challenges.
Eternal Waterskin (General H&K): As per Hammer and Klaive page 62.
Ever Meal (Bone Gnawers H&K): As per Hammer and Klaive page 82.
Eye of the Night (General H&K): To resist being stunned at night requires a Static Mental Challenge (difficulty 6, retest Awareness).
During the day this Fetish prevents the user from suffering exhaustion due to travel.

F
Fang Dagger: Fang Dagger uses the stats for a dagger while not activated. When activated it stays so for the scene. When activated,
the damage is aggravated and is doubled (to not exceed 4 aggravated damage).
Favor of Fenris (Get of Fenris H&K): While activated:
War gives two additional Physical Traits of the Fetish owners choice, as well as an additional two levels of Athletics, Brawl, Melee,
and Throwing.
Dance gives two additional Social Traits of the Fetish owners choice, as well as an additional two levels of Expression, Intimidation,
Leadership, and Performance.
Build gives two additional Mental Traits of the Fetish owners choice, as well as an additional two levels of Academics, Crafts, Law,
and Linguistics.
Feathered Cloak (General H&K): Every ten minutes of use requires a Static Physical challenge (difficulty 8 Traits, retest Athletics).
Failure means the user has to land for at least three rounds before the Fetish can be used again.
Feather of Maat (Philodox BoA): As per Book of Auspices page 81.
Fetish Drums (Garou/Bastet/Gurahl): Each Fetish drum requires a Static Social Challenge (difficulty 9 Traits, retest Performance).
Pounders: As listed, and all attempts to spot hidden Wyrm forces are two Traits up for comparison of ties and overbids.
Haunting Drums: To blind someone with this Fetish requires an opposed Fetish users Gnosis vs. the targets Willpower test (retest
with Performance). The blindness lasts for one day.
Silent Drums: As per Hammer and Klaive pages 69/70.
Reaching Manguare (Bastet H&K): This Fetish when activated allows the Bastet to step sideways as Garou do, however, it takes
three full turns to emerge on the other side.
Thunder Drums (Galliard BoA): If activated all foes in earshot suffer a one Trait penalty to all challenges for the rest of the scene.
Fifty-Yard Rattler Rope (General H&K): When activated the Fetish allows the user to Grapple at a range of up to 50 yards, but retests
with Throwing.
Flint Arrow Shirt (Uktena): Upon activation, the wearer gains an additional health level of armor good against all damages including
silver. In addition they gain a second health level of armor that can be used only against damage from fire or intense heat.
Fogg's 9mm (Glass Walkers): Not sanctioned.

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G
Goblin Eyes (Skin Dancers NPCs Only W20): As per W20 page 514.
Golden Pockets (General PGtG): As per Players Guide to Garou, page 143.
Goibhniu's Hammer (Fianna): In addition to the book benefit, any Garou conducting a Rite of Spirit Awakening or Rite of the Fetish
using a metalworking (weapons or armor) item created with this hammer wins on ties on Social Challenges for the rite, and are always
considered to have thoroughly tried to please the spirit in the case of failure. Any use of this hammer to work iron (not iron alloys), shatters
the hammer violently.

H
Harmony Flute General: Creatures without Rage may attempt an opposed Willpower challenge to resist the effects of a Harmony Flute.
Hakarr (Bastet CB1): Hakarr are treated like Klaives in regard to mechanics, approval, and creation.
Hawks Eye (General PGtG): As per Players Guide to Garou, page 143.
Helm of Svyatogor (Silver Fangs H&K): When activated any person looking upon the wearer for the first time since activated must test
for Delirium as per LotWR, page 188.
Horn of Distress (Kinfolk H&K): This Fetish is activated with a Willpower Test, not a Gnosis Test.
Hunters Necklace (Ahroun H&K): Treat the luck bonus as once per scene the user can bid a Lucky Trait in one challenge based on
luck.

I
Ironhammer (Get of Fenris): The Ironhammer uses the same Traits as a Large Axe (Dark Epics, page 87). All damage while activated is
aggravated. The throwing distance of an Ironhammer is 3 paces per Strength-related Trait the user has, and is retested with Throwing. The
Ironhammer can only be thrown in this fashion once per round, and returns at the beginning of the Ironhammer wielder's next action.
Itungunqaaq and Nogunqaaq, The Mask and Spear of Destiny (Wendigo): (Reserved by the National Staff to be used during
National Plots)

J
Jallarhorn (General PGtG): As per Players Guide to Garou, page 146.
Jambiya (Silent Striders):High approval, +2 traits, 2 levels of Aggravated damage. Special: speed. Silver weapon wielders Gnosis cap is
reduced by 1 when carrying.
Jarlhammer (Get of Fenris): (Reserved by the National Staff to be used during National Plots) The Jarlhammer uses the same
Traits as a Greatsword (Dark Epics, page 87), but also possesses the Destroy Shield ability and is Silver. While activated this Fetish deals
four levels of aggravated damage. The throwing distance of a Jarlhammer is 5 paces per Strength-related Trait the user has, and is
retested with Throwing. The Jarlhammer can only be thrown in this fashion once per round, and returns at the beginning of the Jarlhammer
wielder's next action. The additional Special Abilities of the Jarlhammer are left at the discretion of the National Staff when the item is
approved.

K
Kaukas Keychain (General PGtG): As per Players Guide to Garou, page 143.
Kinship Doll (General H&K): As per Hammer and Klaive page 64.
Klaive Hammer (Kinfolk H&K): As per page 99 of Hammer and Klaive.

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Lagamorphs Boon - Luck (General H&K): This Fetish is active for a scene. For every three RPS throws against a foe that are flat out
won (not ties that compare Traits, and not during retests), the character gets one free retest on a challenge during the scene that is flat out
lost (not tied and compared Traits).
Lagamorphs Boon - Rage (General H&K): Once per scene, this Fetish can be activated and immediately restores all spent Rage, but
forces the user to make a Frenzy check against 5 Traits.
Land Amulet (Homid H&K): While worn and activated, the wearer receives two Primal-Urge.
Lantern Riddle (Stargazers): The riddle can be solved with a Static Mental challenge (difficulty 10, retest Enigmas).
Law Skull (General H&K): As per Hammer and Klaive page 65.
Life Dish (Gurahl H&K): As per Hammer and Klaive page 103.
Lion Skin (Black Furies H&K): While activated the character receives a free retest on all soak challenges.
Lokis Fire (Ragabash BoA): When activated the Fetish user is considered two Traits up for purpose of comparison of ties and overbids
for the scene in Subterfuge Challenges.
Lots oWhatever Bag (Ratkin H&K): As per Hammer and Klaive page 107.

M
Magpies Swag (General PGtG): As per Players Guide to Garou, page 144.
Mask Fetishes (General H&K):
Firemasks: While active the wearer takes one less fire damage from all sources, and is two Traits up for comparison of ties and
overbids in all Social interactions with Fire-spirits.
Predator Masks: It is an opposed Mental Challenge to notice a character is not the Breed the mask is portraying. Garou, Bastet,
Gurahl, Kitsune, Nuwisha, Ratkin, and Rokea the user gets +2 Traits for comparison of ties and Overbids to avoid being discovered.
Ananasi and Mokol the user gets no bonus Traits when imitating. Corax and Nagah the user is two Traits down while impersonating.
To imitate a Breed you must have a sufficient Lore to know it exists.
Wyrm Masks: Those of the Wyrm who witness the Mask wearer while its active are suffer a three trait penalty. Those not of the
Wyrm suffer a four Trait penalty instead.
Mask of Justice (Bone Gnawers H&K): As per Hammer and Klaive page 83.
Meatsuit (Skin Dancers NPCs Only W20):As per W20 page 514.
Medicine Bags (Uktena/Wendigo H&K): All of these are made using the Custom Fetish rules.
Memory Cup (Galliard H&K): The test to recall something is a Static Mental Challenge (difficulty 8 Traits, retest Awareness.)
Midnight Lightning (Shadow Lords H&K): These weapons use the stats of Grand Klaives, in addition to the benefits listed on page 90 of
Hammer and Klaive.
Mind Snare Drill (Black Spiral Dancers NPC Only H&K): As per Hammer and Klaive page 98.
Mirror Blade (Silent Striders H&K): As per Hammer and Klaive page 92.
Mirror Maze (Shadow Lords H&K): The difficulty to resist being trapped in the Mirror Maze is a Static Willpower Test (difficulty 7).
Mirror Shades (General W20): As per W20 page 222.
Mirror of Ti Malice (Nuwisha CB1): Top Approval.
MonkeysTongue (Galliard BoA): As per Book of Auspices page 103.
Moongleam (General H&K): To resist being stunned at night requires a Static Mental Challenge (difficulty 6, retest Awareness).
Moon Trap (Skin Dancers NPCs Only W20): As per W20, page 514.

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Mouthpiece (Nuwisha H&K): To detect the general point of origin for the voice is an opposed Mental Challenge that the Nuwisha is three
Traits up for purpose of comparison of ties and overbids.

N
Noise Generator (Children of Gaia H&K): After activated all Garou in hearing range must make a Static Rage Challenge (difficulty 6
Traits, retest Primal-Urge) or shift into Homid or Glabro form. This Fetish has no impact on Garou in frenzy, and does not prevent Garou
from going into frenzy.
Nyxs Bangle (General PGtG): When activated at night the character gains a free retest to all Stealth challenges for the scene.

O
Owl Talon DSiah (Silent Striders): Due to rarity of only two of these weapons existing, they are reserved for use by the National Staff for
plotline events. This weapon functions the same as regular Dsiah except the wielder can keep the drained gnosis on a successful attack,
and it does not suffer from the Breakable disadvantage. Blood traits converted to Dark Gnosis add a 1 trait penalty to any tests to resist
Frenzy as long as the Dark Gnosis is in the characters system, and if the Dark Gnosis traits rise above the Garous Willpower, they
automatically Rage frenzy. As there are only 2 of these, they are not available for PCs at this time. They will remain in the hands of the
National Staff to be released via plotkits at a later date.

P
Paracelsus Pommel (General PGtG): When activated the Fetish gives a free retest to one Static Mental Challenge that does not target
another character.
Peace Pipe (Children of Gaia H&K): As per Hammer and Klaive page 83.
Phoebes Veil (General LotWR): Interacting with your environment while using a Phoebes Veil allows those in the area to make an
opposed Mental Challenge to notice you.
Phurba Dagger (Stargazers): This dagger uses the same stats as a normal dagger. When activated, the dagger deals Aggravated
damage to all hit with it. To demons this weapon deals 4 aggravated. In addition, if a demon is hit a simple test is thrown, on a win or a tie
the demon loses a trait of Willpower.
Pinchbug (Ragabash BoA): To avoid screaming requires a Static Willpower Challenge (difficulty 8 Traits).
Personal Umbral Digital Assistant (PUDA) (Glass Walkers H&K): As per Hammer and Klaive page 88.
Plate of Ages (Galliards H&K): As per page 80 of Hammer and Klaive.
Portable Door (Nuwisha W20:CB): As per Werewolf 20th Anniversary Edition: Changing Breeds, page 176.
Pure Vessel (Children of Gaia H&K): As per Hammer and Klaive pages 83 and 84. The more powerful version of the Fetish is Top
Approval.
Puzzle Board (General PGtG): The Static Mental Challenge to resolve the puzzle is a difficulty determined by the Storyteller, based on
the difficulty of the difficulty of the situation. Additional challenges to comprehend the insight are at the Storytellers discretion.

Q
Qallunaat, Tearer of the Veil (Wendigo): (Reserved by the National Staff to be used during National Plots).
Questing Collar (Philodox H&K): As per Hammer and Klaive pages 79/80.
Quiver of Silvered Arrows (Black Furies): Grants the High-Caliber special ability.

R
Rager (General PGtG): The Rager is a Temper Battery that allows the user to restore up to 10 Rage Traits per session.
Rattle-Trap (Gurahl W20:CB): Intruders must succeed in a Static Willpower Challenge (difficulty 7) to avoid falling asleep.

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Resounding Sword (Children of Gaia H&K): To resist fleeing or surrendering requires a Static Willpower Challenge against 7 Traits.
Rolled-Up EC Horror (Bone Gnawers H&K): After activating the Fetish, defeat the target in a Static Willpower challenge. If successful
the target is suffers a two Trait penalty for all actions for the scene.
Runestones (General PGtG): Allows the character to induce a vision or portent as per Sight From Beyond. This is a Level 3 Fetish.

S
Sadism Stick (Black Spiral Dancers NPC Only H&K): Character who have been affected by the Fetish must make a Static Willpower
Challenge (difficulty 5 + targets Primal-Urge) to resist the urge to violently inflict pain on whoever is nearest to them for the remainder of
the scene.
Scar Fetishes: Scar Fetishes can be made by any Tribe. Scar Fetishes made by Red Talons start with a Fetish Rating of 0 or Gnosis
Rating of 0, players choice when making the Fetish. To be eligible for a fetish the scar in question by have had a rite of wounding
performed on it within 2 days of its creation. You must have the appropriate Rites to make Fetishes to make scar Fetishes. A Scar Fetish
must mechanically be identical to an already sanctioned Fetish, or be made using the Fetish creation guide. The approval level of a Scar
Fetish is the same as the Fetish it copies mechanically, or the approval level as determined by the Fetish creation guide for custom Scar
Fetishes. A Fetish whose primary form is a weapon may not be created as a Scar Fetish. The number of Scar Fetishes a character can
have at one time may not exceed half his permanent Gnosis Rating (round down, minimum of 1). A character may not have a Scar Fetish
of any Fetish with a higher Gnosis Rating than the character's permanent Gnosis. If a Garou with a Scar Fetish fails the Gnosis Challenge
to attune the Scar Fetish they must immediately engage in two Simple Tests.
Failure on both tests means the Scar Fetish flares in bright silver light as the spirit is released. Scars that have failed attunement are not
eligible for further use as Scar Fetishes. Characters must use scars gained during play, not from background.
Wyrm Scars: As per Hammer and Klaive page 72.
Soul of Lightning: While activated, claw strikes do one additional level of aggravated damage. If a single claw strike does more than
four levels of damage the target loses his next action, including movement - but can defend himself normally. A character can only lose his
action once per combat scene.
Body of Scars: While activated the user takes one less level of damage from all attacks.
Shadow Shield (Bastet H&K): Any successful challenge to spot a Bastet with this Fetish activated has to test and win again (including
retests) to be successful.
Shining Band (Fianna H&K): When activated the Storyteller does a challenge of the Fetishs Gnosis versus the Gauntlet Rating.
Success yields an answer to the question. Three failures render the Fetish unable to function for that person any more.
Snake Skin (General PGtG): As per Players Guide to Garou page 146.
Soldiers Bag (Silver Fangs H&K): Garou and Shifters, and any other creature that is partially spirit resisting the urge to get into the bag
requires a Static Willpower Challenge (difficulty 6 Traits). Those without Gnosis must resist with a Static Willpower Challenge (difficulty 9).
Speakers Stick (General PGtG): To lie while holding the Speakers Stick requires the holder to Win (not Tie) two Simple Challenges.
Spear of Len (Fianna): Top Approval due to rarity.
Spiderweb Stone (Lupus H&K): To resist the effects of the Fetish requires a Static Willpower Challenge (difficulty 8).
Spirit Axes (Uktena/Wendigo): As per Hammer and Klaive page 95.
Spirit Phone (Glass Walkers/Theurges): As per Hammer and Klaive pages 78/79.
Spirit Sextant (General H&K): As per Hammer and Klaive page 62.
Spirit Skin (Get of Fenris/Uktena H&K): While activated this Fetish takes two damage off of all attacks made by Spirits.
Soul Brush (Gurahl CB2): Top Approval.
Standard Issue Sunglasses (Ratkin W20:CB): While active, the user is unable to be seen my normal humans unless she attacks them
or otherwise disturbs her environment.
Stinger Blade (Philodox H&K): This weapon uses the stats of the Great Sword (Dark Epics, page 84), but only gives a one Trait bonus,
instead of a four Trait bonus. The weapon inflicts one Bashing damage on a successful hit, but gives the target the Wound Penalties as if
hit for four levels of damage. These penalties last until the end of the scene.

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Stormcloak (Silent Striders H&K): While worn and activated, the wearer halves all damage and other penalties from Dark Umbral Spirits
(including Wraiths, Specters, etc.), and all other Dark Umbral phenomenon.
Storm Gauntlet (Shadow Lords H&K): Upon activation, all enemies and allies who can see the user make a Static Willpower test against
7 traits, retest by spending a Willpower. Upon failure, enemies will enter Fox Frenzy (if able) or flee for the scene. Upon failure, allies
cannot initiate offensive challenges against the wielder for the scene. At all times while the gauntlet is worn, the wielder has the additional
Social Traits: Intimidating and Intense. Any attempt to disarm the gauntlet must Win (not Tie) a Simple Test after winning an opposed
Physical Challenge. On top of form bonuses, the activated Gauntlet gives the following bonuses:
Homid/Glabro/Lupus: Adds +2 traits in combat, 1 aggravated damage, +1 additional agg from electricity
Crinos/Hispo: Adds +4 traits in combat, 2 aggravated damage, +1 additional agg from electricity
Gifts (or other fetishes) that physically change your claws do not function while using this fetish.
When NOT activated, there is no electricity damage; other traits remain.
Storyglass (Philodox BoA): As per Book of Auspices page 81.
Sun Whip (General H&K): While activated this whip does 3 aggravated damage to vampires (that cannot be soaked), has a range of 5
paces, and is retested with Melee. Vampires must also check for Rtschreck after first seeing the whip, and after the first time being struck
by it, in addition to any other Frenzy checks.

T
Tangling Whip (General H&K): Using the whip is a Physical Challenge with a range of 5 paces, deals 2 Bashing, and retested with
Melee. Once per round, and after a successful strike with the weapon, the user must engage in a Simple Test. On a win, the target is
wrapped in the whip (a new one is regrown immediately from the handle), and loses one Physical Trait for the purposes of comparing ties
and Overbids. If the target is successfully wrapped more times than she has Dexterity-based Traits, she is considered immobilized and
Grappled. She remains so until she can successfully remove the Grapple of each wrapped whip, each whip is destroyed by sustaining
three or more levels of damage each, or she gains more Dexterity-based Traits than wrapped whips (such as by shifting into a form that
gives her more Dexterity-based Traits).
Tattoo Fetishes: Tattoo Fetishes can be made by any Tribe. Fianna that have used one of their Tribal Advantage Abilities on Crafts:
Tattooing start with a Fetish Rating 0 or a Gnosis Rating 0, players choice when making the Fetish. Must have the appropriate Rites to
make Fetishes to make Tattoo Fetishes. A Tattoo Fetish must mechanically be identical to an already sanctioned Fetish, or be made using
the Fetish creation guide. The approval level of a Tattoo Fetish is the same as the Fetish it copies mechanically, or the approval level as
determined by the Fetish creation guide for created Tattoo Fetishes. A Fetish whose primary form is a weapon may not be created as a
Tattoo Fetish. The number of Tattoo Fetishes a character can have at one time may not exceed half his permanent Gnosis Rating (round
down, minimum of 1). A character may not have a Tattoo Fetish of any Fetish with a higher Gnosis Rating than the character's permanent
Gnosis. If a Garou with a Tattoo Fetish fails the Gnosis Challenge to activate the Tattoo Fetish they must immediately engage in two
Simple Tests. Failure on both tests means the Tattoo Fetish flares in bright silver light as the spirit is released, leaving a mark that will
gradually fade over a month. The character must wait for the mark to fade before another Tattoo Fetish can be applied.
The Ball of Death (Nuwisha CB1): Top Approval.
The McGuffin (Corax/Nuwisha/Ragabash H&K): To resist trying to acquire The McGuffin is a Static Willpower Challenge (difficulty 7).
The Slug (Glass Walkers H&K): Level 4 Fetish, Gnosis 8. This weapon uses the Heavy Pistol stats (Dark Epics, page 86). When
activated this Fetish Gun deals aggravated damage and has its base damage doubled (not to exceed four base damage, so High Caliber
does not add damage). This Fetish has to be reactivated between each new target.
Thornbow (Metis H&K): This weapon uses the stats of a Compound Longbow (Dark Epics pages 85/86).
Threefold Axe (Fianna): Damage from this Fetish is aggravated to vampires, shapeshifters with a vulnerability to gold or silver, or Fae of
any sort while activated. All other mechanics remain unchanged.
Thunders Bracers (Shadow Lords): Reserved for Use by the National Staff.
Thunderstick (Uktena/Wendigo H&K): Instead of rolling Gnosis, the user makes a Static Gnosis Challenge (difficulty 9), at 10 minute
intervals. Each successful Static Challenge counts as one success for using the Fetish.
Tiger Bells (Stargazers): Gnosis 7; The spirits may make a single Gnosis challenge difficulty of the Fetishs Gnosis to break free of the
effects. If any of the spirits are attacked the effect breaks for all of those affected.
Torch of Truth (Get of Fenris H&K): As per Hammer and Klaive page 86.

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Torcs:
Childbearers Talisman (General PGtG): For Banes to attack the wearer the must succeed in a Static Willpower challenge (difficulty
9 Traits).
Rhinos Resilience (General PGtG): While activated the wearer is two Traits up on all challenges to soak for purpose of comparing
ties and Overbids.
Medicine Mans Blessing (General PGtG): As per Players Guide to Garou page 148.
Talisman of Endurance (General PGtG): As per Players Guide to Garou page 148.
Messenger Torcs (Fianna H&K): While activated to attack the wearer who is not in combat or posing an obvious and direct threat
requires a Static Willpower Challenge (difficulty 7 Traits).
Battle Torcs (Fianna H&K): While activated the wearer is two Traits up for comparison of Ties and Overbids in Brawl, Melee, and
Throwing challenges.
Heritage Torcs (Fianna H&K): As per Hammer and Klaive page 86.
Totem Mask (Theurge H&K): As page 79 of Hammer and Klaive.
Travelers Charm (Lupus H&K): As per Hammer and Klaive page 77.
Truth Earring (General H&K): This Fetish gives two Traits for comparison of Ties and Overbids to the use of the Empathy to see if
someone is being deceitful.
Turtle Necklace (Uktena/Wendigo; Top Approval): While activated this Fetish reduces one damage from all attacks, even silver, during
the scene.

U
Uktena Scale (Uktena): The Gifted by Uktena version of this fetish may only be obtained through National level plotkits. If a PC acquires
the fetish after the original owner dies, it has the following effects: Upon Activation grants +2 traits on all hunting and tracking challenges for
the scene/hour. The listed effects of keeping the fetish in your home are the same.
Ultimate Shiny (Corax H&K): As per Hammer and Klaive page 102.
Umbral Navigator (General PGtG): As per Players Guide to Garou, page 145.
Umbral Pocket Tattoo: (Fetish 2, Gnosis 5) Umbral Pocket tattoos can store an already existing item within them and summon items
stored within from the Umbral Pocket into the user's hand or adorning the user at the user's discretion. While an item is stored in the
Tattoo, it appears on the user's body as a stylized tattoo of that item. Umbral Pockets cannot store silver items of any kind, and cannot
store any item bigger than Trenchcoat concealability.
Unbroken Cord (Children of Gaia): The Child of Gaia with this Fetish can let her Alpha use it. Only Basic Gifts can be shared with this
Fetish.
Universal Message Tube (Silent Striders H&K): As per Hammer and Klaive page 92.
uPhone (Corax/Glass Walkers W20:CB): As per W20: Changing Breeds page 102.
Ulu of Arnaguatsaaq Chill-That-Waits (Wendigo): (Reserved by the National Staff to be used during National Plots)

V
Voodoo Blade (Ratkin H&K): This weapon uses the stats for a Broadsword in Dark Epics (page 84), and does aggravated damage while
active.

W
Watching Bones (Red Talons H&K): As per Hammer and Klaive page 89.
Whistle Call (General H&K): As per Hammer and Klaive page 65.

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CUSTOM FETISH RULES


What follows is the Custom Fetish Guide to be used by Players and Storytellers to create Custom Fetishes to enhance personal story and
gameplay with their own creativity. The Custom Fetish Guide is designed to be simple and easy to understand and use, while also being
flexible enough to accommodate the endless possibilities of Fetishes that lie in the minds of our players and Storytellers. The Custom
Fetish Guide is
also designed to be balanced for gameplay, and while the Guide is meant to encourage creative freedom.
Storytellers and Players should be mindful that if they find a design that is abusive to the story or other
players then that Fetish is not right for the game.
It should be noted that the Custom Fetish Guide rules dont necessarily fit with the way every existing
Fetish is currently built, and comparing Fetishes generated with this Guide to existing Fetishes wont come
out the same.
Custom Fetishes follow the same approval guidelines as other Fetishes.

OVERVIEW
To sum up how to make a Custom Fetish using the Custom Fetish Guide is easy. Fetishes are limited by
two factors, their Fetish Rating and their Gnosis Rating.

All Fetishes start at Fetish Rating: 1, and Gnosis Rating: 1, before adding mechanics to them. This is the base Fetish template.
o If the item to be bound into is made with at least Crafts x5, the initial Fetish Rating of the base Fetish template is zero.
o For Bone Gnawers, if the item to be bound into by the Bone Gnawer Fetish maker is made with at least Repair x5, the initial Fetish
Rating of the base Fetish template is zero.

o For Red Talons, if the Spirit being bound into the item is a Naturae or Elemental and the Fetish maker is a Red Talon, the initial
Fetish Rating of the base Fetish template is zero. In addition, any Scar Fetish made by a Red Talon can have the initial Fetish Rating
or the initial Gnosis Rating start at 0, players choice.

o For Fianna who chose Craft: Tattooing as their starting Tribal Advantage, the initial Fetish Rating or the initial Gnosis Rating of any
Tattoo Fetish can start at 0, players choice.

o If the Fetish maker has at least Spirit Lore x4, the initial Gnosis Rating of the base Fetish template is zero.
o If the Fetish maker has at least Spirit Lore x5, the initial Fetish Rating of the Fetish template is also zero.
o Using a Weaver Spirit to bind into a Fetish increases the Gnosis Rating and the Fetish Rating to two, for all except Bone Gnawers
and Silicon Sentinels Fetish makers.

o Using a Wyrm Spirit to bind into a Fetish increases the Gnosis Rating and the Fetish Rating of the base Fetish template to two for
any Gaian shifter, and it cannot be lowered.

o For Wyrm servants, binding a Wyrm Spirit into a Fetish lowers the initial Gnosis Rating and Fetish Rating of the base Fetish template
to zero.

The above modifiers alter the base Fetish template for your Custom Fetish. If a modifier states it cannot be lowered, this means that no
other modifier can make the Fetish Rating or Gnosis Rating any lower. If a modifier does not state that it cannot be lowered, then other
modifiers can still impact the base Fetish template for your Custom Fetish.
After you determine the base Fetish template for your Fetish, you then pick out a number of the mechanics listed below for your Fetish until
you have the mechanics you want to match the flavor that both Player and Storyteller agree fit for the Fetish. Each mechanic you add has a
Fetish Rating value, and each added mechanic also adds an amount to the Gnosis Rating, representing that each added mechanic is
either another Spirit being bound into the Fetish, or represents another facet of a more powerful single Spirit being bound into the Fetish.
No more than two spirits can be bound into a Fetish. Grand Klaives may have up to three Spirits bound into them. This also means the
more you put into your
Fetish, the harder it can be to activate. The Fetish Rating of a Fetish can never exceed 5, and the Gnosis Rating can never exceed 10. This
creates a balance on the Fetishes being created. Once you and your Storyteller have agreed on the story and flavor of the Fetish and its
mechanics, it is subject to approval like all of the Fetishes as per the addendum. Your Fetish Rating still determines the Background: Fetish
cost of the item, and your Gnosis Rating still serves as the difficulty to activate the Fetish.

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CREATIVE LICENSE
While the Fetishes are restricted mechanically by their Fetish Rating and Gnosis Rating, the actual flavor of the Fetish is entirely in the
hands of the Storyteller and the Player. The mechanics serve as the framework for you to drape the story and flavor of your Fetish over to
have something that is entirely unique to your character. It should be cautioned that even in flavor some things can result in additional
mechanical benefits, so Storytellers should pay attention to flavor specifics when working out the details of the Fetish.
We would encourage players to use this Custom Fetish Guide to actually make unique Fetishes, and not simply replicas of existing
Fetishes or items found in popular culture (Sonic Screwdriver, Lightsabers, etc.) We also ask that Players and Storytellers be mindful that
Fetishes are intimate and personal items, and are meant to contribute to the game. Items that are clearly inappropriate for the theme and
venue (as those
two listed above), should be denied and players encouraged to find more venue appropriate ways to make their Fetishes.
When choosing Spirits to bind into your Fetish, keep in mind that the type of Spirit adds a flavor to how the Fetish looks while activated. A
Fire-spirit bound into boots that give you a boost of movement, may leave small flaming footprints in your wake. A trenchcoat bound with a
Spirit of Shadow to make you more Stealthy may literally pull the shadows in from around you while activated. A small Spider spirit bound
into a laptop that adds to your Computer and Security skills, may manifest as a digital spider that speaks to you as you navigate the Web.
The type of spirit by its nature does not add any additional mechanical benefit (IE: choosing to bind a Silver-spirit may give something a
silvery glow, but it will not make it silver damage), but makes all of the difference in the world for the flavor of your Fetish. This is the nature
of how two Fetishes that are mechanically identical can still be nothing alike.

THE PROCESS
The process of a character creating a Custom Fetish is the same as listed in Laws of the Wild, Revised, page 158. Keep in mind with the
Custom Fetish Guide you may be binding more than one Spirit into the item, so the process can be significantly more extensive. The
process of making a Fetish may even involve multiple characters, because the person conducting the Rite of the Fetish may not also be the
person negotiating with the Spirits.
The actual Rite is thematically the smallest part of the process of creating a Custom Fetish. The quest to find the appropriate Spirit to suit
what youre looking for the Fetish to do is entirely determined by the storyteller. Small spirits that may only represent one mechanic may be
easy to find, but convincing them to be bound and accepting their Bans can prove to be very challenging. Large or elusive Spirits that
represent multiple mechanics can complicate the process many fold. This part of the process is entirely story, and entirely at the mercy of
the interaction with the player and the storyteller. It should be expected that Fetishes that are High Approval or greater will require
extensive time, story, and effort to be displayed in order to gain approval. Abuse of Fetishes by giving to those unqualified to have them,
using them in frivolous or irresponsible ways, or creating them frivolously or dispensing them casually can be cause for disdain from other
Garou, particularly Theurges who view such actions as disrespectful to the Spirits, and may result in the loss of temporary Wisdom Renown
at the discretion of the Storyteller.

THE GUIDELINES
Both PCs and NPCs can have Custom Fetishes, however, PCs can only own and use Custom Fetishes made by PCs.
The character casting the Rite of the Fetish is used to determine who made the Fetish in regards to any of the situational modifiers listed
above, or the Gifted mechanic.
A custom Fetish can be made once every 30 days.
PCs cannot enter play with Custom Fetishes. The sole exception to this rule being that Silicon Sentinels in the Cyber Dogs camp may
begin play with one custom Cyber Fetish at the normal approval for the item.
Custom Fetishes adhere to any and all other addendum rules and guidelines regular Fetishes do.
Klaives and Grand Klaives follow the rules listed after the mechanics section.

THE MECHANICS
The mechanics that follow are, again, a structure for you to put your flavor on top of your Custom Fetish. Two Custom Fetishes can be built
with the exact same mechanics, and be very different from each other in form. Some of the following mechanics are limited to the number
of times they can be purchased and stack with themselves in one Fetish. All mechanics require the Fetish to be active to function, unless
otherwise listed.

Ability Aptitude (1 Fetish, 2 Gnosis): 2 Traits up for comparison of ties and overbids in non-combat challenges using one specific
Ability. Can be purchased multiple times but each purchase applies to a different Ability.

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Ability Retest (1 Fetish, 2 Gnosis): One Retest in non-combat challenges using one specific Ability, once per scene. Can be purchased
multiple times, but each additional time is for a different Ability, or adds an additional non-combat Retest to the existing Ability. This
mechanic can also be used to Retest noncombat Gift activation.

Attribute Aptitude (1 Fetish, 2 Gnosis): 2 Traits up in non-combat challenges using one specific Attribute Category (IE: Strength,
Perception, or Charisma) for the purpose of resolution of ties or overbids. Can be purchased twice, but the second Attribute Category must
be in a different Attribute (Physical, Social, Mental) than the first.

Attribute Focus (1 Fetish, 2 Gnosis): This mechanic bestows one additional Physical, Mental, or Social Trait to the Fetish user while
activated. Can be purchased twice, either to add an additional Trait of the same Attribute, or to add a Trait to a different Attribute.

Charmed (3 Fetish, 3 Gnosis): This mechanic duplicates the effect of one of the listed Charms. Activation of the Fetish accounts for any
Essence expenditure required by the Charm, but any additional expenditures and tests must be made by the Fetish user when activated as
per The Spirit Guide listing for the Charm, using the Fetish users Attributes or tempers.

o Armor: Negates the first level of damage taken per round while activated.
o Blast: Deals two aggravated level of damage per activation and successful challenge.
o Create Fire
o Create Shadows
o Create Wind (not Tornados)
o Control Electrical System
o Ease Pain
o Healing: Heals two levels of damage per activation, and can be activated twice per scene.
o Information Flow Tap
o Purify
o Short Out
o Snatch Wireless Data
o Tech Sense
Deep Wounds (1 Fetish, 3 Gnosis): Weapon Fetishes with this mechanic deal an extra level of damage while the Fetish is active.
Ranged weapons give this bonus to their ammunition. Putting this on an item that stores smaller thrown weapons could also give this
benefit to those items. This mechanic replaces the benefit of Mass Trauma and/or High Caliber on Firearms when activated. Can only be
purchased once. The damage from this mechanic cannot be Silver.
Far Shot (1 Fetish, 3 Gnosis Ranged or Thrown Weapon): This mechanic doubles the range of a thrown Fetish weapon or the
ammunition of a fired Fetish weapon. Putting this mechanic on an item that stores smaller thrown weapons or ammunition could also give
this benefit to those items. Can only be purchased twice.
Form Shift (1 Fetish, 2 Gnosis): This mechanic allows a Fetish to retain its qualities and shift into another form when activated,
determined when crafted. IE: A laptop could turn into a cell phone, or a coat into a blanket. The form shifted into has to have the same
overall functionality as the base form. A computer could not turn into a boot. Can be purchased multiple times. Each time allows the Fetish
to shift into another form. Weapons can only turn into other weapons of the same category (Firearms to Firearms, Melee to Melee or
Thrown, Ranged Weapons to Ranged Weapons), and within one step of concealability rating (Pocket > Jacket > Trenchcoat > Not
Available). Thrown or Melee weapons cannot turn into molotov cocktails or grenades.
Gifted (3 Fetish, 3 Gnosis HIGH APPROVAL): This mechanic duplicates the effect of any one Basic Gift. The Gift must be in Tribe,
inbreed, or in Auspice to the Fetish maker. Activation of the Fetish accounts for up to two Gnosis expenditures required by the Gift. Any
other Trait or Temper expenditures and tests must be made by the Fetish user when activated. Any Gift mechanics that are dependent on
Rank are treated as if activated by a Gift user of a rank equal to one third (round down) the Fetishs Gnosis Rating. Gifts activated through
this mechanic are subject to the same rules and restrictions as the Gift itself (IE: Gifts that have instantaneous durations require the Fetish
to be activated between each use, Gifts that require touch still require the target to be touched, Gifts that can only be activated once per
scene can only be activated through the Fetish once per scene, etc.).

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Indestructible (1 Fetish, 2 Gnosis): The Fetishs physical form cannot be destroyed. When applied to armor, the health levels of the
armor are still lost normally, however the armor itself is not destroyed, and all armor levels return at the end of the scene, requiring another
activation of the Fetish.
Kinfolk (2 Fetish, 2 Gnosis): When made this Fetishes Gnosis Rating changes from Gnosis to Willpower. Only Kinfolk can activate it
and do so with a Static Willpower Challenge instead of a Static Gnosis Challenge.
Location Sense (1 Fetish, 2 Gnosis): The one to whom it is bound to always has an innate sense of where the Fetish is and can locate
the Fetish.
Proprietary (1 Fetish, 2 Gnosis): The Fetish refuses to activate, even by spending a Gnosis to force the Spirits within, for anyone other
than the one to whom the Fetish has been bound, even while the Fetish is not active. Alternatively, Proprietary can also dictate a specific
singular feature it will only activate for. Tribe, Breed, Auspice, gender, age, etc.
Quickened (1 Fetish, 2 Gnosis): The Fetish doubles your movement (or adds two steps in combat rounds) for a number of turns equal
to the Gnosis Rating of the Fetish. This mechanic can be purchased twice, doubling the duration of the activation. This mechanic can be
benefited from multiple times in a scene by activating the Fetish again.
Ravager (1 Fetish, 3 Gnosis Weapon): This mechanic converts the damage a weapon does into aggravated damage against all
targets when activated. Ranged weapons give this to their ammunition. This mechanic replaces the benefit of Fully Automatic on Firearms
when activated. Putting this on an item that stores smaller thrown weapons could also give this benefit to those items. This mechanic
cannot represent Silver damage.
Resilient (1 Fetish, 3 Gnosis): This mechanic adds one Healthy Health level to the Fetish user while activated. This mechanic can only
be benefited from once per scene. Can be purchased three times.
Resize (1 Fetish, 2 Gnosis): When added to a Fetish the Fetish crafter decides whether the item grows in size or shrinks in size.
Shrinking in size reduces the items concealability rating by one, growing in size increases the items concealability rating by one (Not
Applicable > Trenchcoat > Jacket > Pocket). The item will hold its form until activated to return to regular size again. This mechanic can be
purchased more than once, and either allow the item to shrink or grow another concealability rating, or allow the Fetish to resize the other
way (IE: can grow and shrink).

Sentient (1 Fetish, 3 Gnosis): The Spirits of the Fetish have merged to form one sentience. The sentience can communicate mentally
with whomever it is bound to at a range of the Fetishs Gnosis in miles. The Fetish has Mental and Social Traits equal to its Gnosis Rating.
This mechanic works even when the Fetish is not activated.

Summon (1 Fetish, 2 Gnosis): Any Fetish with this mechanic who is bound to the user can be summoned to the users hand from any
spot within the same scene and will arrive in their hand before their next action. This requires sacrificing the characters movement for that
action. This mechanic works even when the Fetish is not activated.

Superior (1 Fetish, 2 Gnosis): This mechanic removes one negative Trait from the Negative Traits of an item. This mechanic can be
purchased multiple times.

Temper Battery (1 Fetish, 3 Gnosis): When this mechanic is picked, choose either Rage, Gnosis, or Willpower. The Fetish will then
store up to three Traits of that Temper. The Tempers are then drawn from the Fetish by the Fetish-user at activation, and used in the next
action. These Tempers refill the Fetish-users Tempers up to their Rank maximums. Can be purchased multiple times. Each additional
purchase either stores three additional traits of the same temper or three traits of one of the other two tempers. The Fetish-user can refill
these Tempers from her own Tempers at game or during downtime.

Temper Shield (1 Fetish, 3 Gnosis): The Fetish gives a 2 Trait bonus to in all challenges defending against either Rage, Gnosis, or
Willpower challenges. This mechanic can be purchased once.

Tethered (1 Fetish, 2 Gnosis): This mechanic is always active, even when the Fetish isnt, and prevents the Fetish from being
disarmed, dropped, or removed from the Fetish-user against their will.

Thrower (1 Fetish, 3 Gnosis Non-Thrown Weapon): Any Fetish weapon that does not have a Range, is given a thrown range of the
Gnosis Rating of the Fetish in paces on activation. Each additional time that this mechanic is purchased increases the range of throwing
this weapon by the Gnosis Rating of the Fetish in paces.

Undiscovered Mechanic (Variable Fetish, Variable Gnosis TOP APPROVAL): The ultimate expression of player creativity, this
mechanic is for all the mechanics not yet represented in this guide, but conceived of by a player. A player is able to write their own
mechanic and submit it for Top Approval through the database. Approved Undiscovered Mechanics may then later be added to the Custom
Fetish Guide for all players to use in the crafting of their Custom Fetishes. Be aware, a very discerning eye will be reviewing all
Undiscovered Mechanics, and submitting your Undiscovered Mechanic discussing the possible ways of being abused and the checks and
balances to keep that from happening will help the approval process.

Unyielding Spirit (1 Fetish, 2 Gnosis): This mechanic represents Spirits who have been fortified against attempts to exorcise them
from their binding. If being held or wielded, the Fetish-user wins ties in the Contested Social Challenge to exorcise the spirit/s. Any and all

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other attempts to exorcise the spirit/s of the Fetish test require the person using Exorcism to Win (not Tie) two Simple Tests before being
able to make the test to exorcise the Fetish as per Exorcism.

KLAIVES
More than just a standard Fetish weapon, the Klaive is an artifact of great sentiment and importance to the Garou. Klaives are dagger
weapons and are primarily used in Klaviscar, Garou ritual combat. White the Garou of the different Tribes and cultures have a myriad of
Fetish weapons, Klaives are distinctly dagger weapons.
Some Tribes have variations of Klaives with different names and different abilities. Klaives typically have a war spirit bound into them that
allows them inflict aggravated damage while activated. Klaives without a War-spirit use the same statistics as a Non-Activated Klaive. More
information on Klaives can be found in Laws of the Wild, Revised, page 255.
Klaives use the following statistics:
Fetish: 4
Gnosis: 6
Not Activated
Bonus Traits: 2
Negative Traits: Short
Concealability: Jacket
Damage: 2 health levels
Special Ability: Silver
Activated
Bonus Traits: 3
Negative Traits: Short
Concealability: Jacket
Damage: 3 aggravated health levels
Special Ability: Silver

GRAND KLAIVES
Grand Klaives are larger Klaives, typically the size of a sword, and usually bound with many Spirits beyond the standard War-Spirit. A
Grand Klaive that does not have a Spirit bound into it follows the same statistics as a Non-Activated Grand Klaive. The Black Spiral
Dancers have their own form of Klaives, called Bane klaives that follow the same statistics as Grand Klaives.
Grand Klaives use the following statistics:
Fetish: 5
Gnosis: 7
Not Activated
Bonus Traits: 3
Negative Traits: Heavy
Concealability: Trenchcoat
Damage: 2 health levels
Special Ability: Silver

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Activated
Bonus Traits: 5
Negative Traits: Heavy
Concealability: Trenchcoat
Damage: 4 aggravated health levels
Special Ability: Silver, Additional Spirit
The Additional Spirit of a Grand Klaive can comprise up to two of the mechanics listed to make Custom Fetishes, excluding Deep Wounds.

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