Equipment System

Equipment System

In order to allow both flexibility and simplicity, Mind’s Eye Theatre uses an equipment generation system. First, determine the kind of item to be created, and then build it using the system below.

To begin, choose one of the following equipment categories:

  • Melee Weapons: Hand-to-hand combat weapons, such as swords, knives, and clubs.
  • Ranged Weapons: Weapons capable of inflicting damage at a distance, such as pistols, rifles, flamethrowers, and bows.
  • Protective Gear: Equipment that protects a character from damage, such as armor or shields.
  • Miscellaneous Gear: Equipment for use in non-combat challenges, such as lock-picks, a laptop, or a vehicle.

 

Melee Weapons

Unless otherwise modified by its equipment qualities, a melee weapon requires one hand to wield and inflicts 1 point of normal damage. Most melee weapons are somewhat archaic or unusual, and carrying one openly can attract unwanted attention.

When building a piece of melee equipment, you may choose up to two qualities from the following list:

 

  • Accurate: You receive a +2 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes.

 

  • Antique: This weapon was created generations ago. While it may have some minor negatives (it may be more fragile or more difficult to use), it is also rarely considered a weapon by standard law-enforcement individuals. You can usually convince mortals that the weapon is nonfunctional, purely prop or artistic, and thus can more easily smuggle it into otherwise weapons-restricted areas. A weapon with this quality sells for three times normal value.

 

  • Armor Piercing: This weapon ignores the bonuses and special abilities of protective gear.

 

  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.

 

  • Balanced: This weapon is balanced for throwing. You may hurl such a weapon at any target within 10 steps by making an opposed challenge using your Physical attribute + Athletics versus the target’s Physical attribute + Dodge.

 

  • Brutal: If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.

 

  • Cold Iron: This weapon is made from cast, poured, or  “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against fae and other individuals who are vulnerable to cold iron.

 

  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.

 

  • Deadly: When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool.

 

  • Disarming: This weapon is designed to remove an opponent’s weapon from her grasp. While using this weapon, it does not cost a Willpower to use the Disarm combat maneuver; however, as per any use of that combat maneuver, you deal no damage during a turn in which this maneuver is used.

 

  • Fast: This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon.

 

  • Flaming: The weapon is on fire, such as a torch or a lit flare. Even if a weapon is capable of having this quality, the quality is not always active. A character must spend a simple action to light the weapon on fire. Once lit, the weapon will burn for 5 full turns. Flaming weapons inflict aggravated damage to vampires. While the weapon is on fire, characters wielding it suffer a -2

penalty to attack test pools.

 

  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value.

 

  • Trip: This weapon is designed to trip or knock people to the ground. While wielding this weapon, you may perform the Knock Down combat maneuver without spending Willpower. You can only use this benefit once per fight.

 

  • Impaling: This weapon is designed to pierce and impale organs. While wielding this weapon, you may perform the Pierce the Heart combat maneuver without spending Willpower.

 

  • Reach: This weapon is particularly long, like a halberd or a staff. You can strike targets standing up to four steps away, rather than two. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.

 

  • Quick Draw: This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw quality.

 

  • Silver: This weapon is edged with, plated with, or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to this metal.

 

This weapon inflicts aggravated damage against werewolves, Fera, and other characters who are vulnerable to silver. If an individual who is vulnerable to silver carries a silver item on her person, she loses 1 point of Gnosis every 10 minutes. If the silver is actually touching her skin, she loses 1 point of Gnosis for each full turn of contact. Touching silver for less than a full turn is uncomfortable but does not confer any penalties. Affected characters lose Gnosis at the same rate no matter how much silver they carry or touch.

 

Safely Carrying Silver

Players should not be allowed to avoid the downsides of carrying silver by setting it down every once in awhile. If a character sets down a silver object and then picks it up a short while later, the clock is not reset. To reset the 10-minute clock, a Garou must avoid coming within six inches of silver for an hour.

The only way to safely carry silver is to hold it more than six inches away from your body. The most common way to safely carry silver weapons and ammunition is in a bag, held well away from your body. It is also possible to safely carry a silver item by wrapping it extensively. No matter how a Garou chooses to protect herself from silver, drawing such a weapon is more complicated than drawing a weapon that is simply sheathed. Drawing a silver weapon that is stored safely requires a standard action rather than the simple action normally required to draw a weapon.

Fetishes that are made from silver do not sap the Gnosis of a character who is attuned to the fetish. The magic involved in the item’s creation protects its wielder.

 

  • Staking: When fighting a vampire who has damage in her Incapacitated wound track, you may use this wooden weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver.

 

  • Strange Composition: This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool.

 

Ranged Weapons

Unless otherwise modified by its equipment qualities, a ranged weapon requires one hand to wield and inflicts 2 points of normal damage. Ranged weapons may have up to 12 shots of ammunition capacity; note that certain weapons can carry fewer bullets than others at your Storyteller’s discretion. Reloading a ranged weapon requires you to be carrying the appropriate type of ammunition for that weapon, and it requires the expenditure of a simple action. By default, all ranged weapons have a range of 50 steps. When building a piece of ranged equipment, you may choose up to two qualities from the following list:

 

  • Accurate: You receive a +2 bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes.

 

  • Antique: This weapon was created generations ago. While it may have some minor negatives (it may be more fragile or more difficult to use), it is also rarely considered a weapon by standard law-enforcement individuals. You can usually convince mortals that the weapon is nonfunctional, purely prop or artistic, and thus can more easily smuggle it into otherwise weapons-restricted areas. A weapon with this quality sells for three times normal value.

 

  • Ammo Capacity I: This weapon holds up to 30 rounds, rather than the default maximum of 12.

 

  • Ammo Capacity II: This weapon holds up to 100 rounds, rather than the default maximum of 12. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon.

 

  • Armor Piercing: This weapon ignores the bonuses and special abilities of protective gear.

 

  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.

 

  • Automatic: By expending 6 rounds of ammunition in a single burst, you can spray an area rather than targeting an individual. Choose up to three targets within three steps of each other. When targeting multiple enemies with this quality (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend a point of Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. Weapons with the Automatic quality cannot also have the Spread quality.

 

  • Brutal: If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s test pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon.

 

  • Cold Iron: This weapon carries ammunition made from cast, poured, or “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against fae and other individuals who are vulnerable to cold iron.

 

  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.

 

  • Deadly: When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool. This weapon requires two hands to wield and cannot be wielded ambidextrously with another weapon.

 

  • Fast: This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon.

 

  • Incendiary Ammunition: This weapon fires incendiary bullets or releases a narrow gout of flame. In either case, it inflicts aggravated damage on vampires.Shifters are not as vulnerable to quick bursts of flame as vampires. When a shifter is hit by incendiary ammunition the first point of damage is aggravated. All other damage is normal.

 

  • Knockback: This weapon inflicts a serious amount of impact. On a successful hit with this weapon, you may choose to move your target up to 2 steps away from the point of impact. Further, targets that are not Stamina focused are knocked prone.

 

  • Long Range: This weapon has an exceptional range and an integrated scope. You may target individuals up to one-half mile away from your location. This weapon requires both hands to wield. Weapons with the Long Range quality cannot also possess the Spread quality.

 

  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story-related (non-combat) effect, such as the ability to create a thunderous, frightening noise or a bright light when fired. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. Adding the Masterwork quality in this manner does not consume a quality slot. A weapon with this quality sells for five times normal value.

 

  • Quick Draw: This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw quality.

 

  • Rapid Reload: You do not need to expend a simple action to reload this weapon, although you must still wait for your turn in the initiative order.

 

  • Silver Ammunition: This weapon carries ammunition plated with or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to silver.

 

  • Spread: You can spray a small area rather than targeting an individual. Choose up to three targets within one pace of each other. When targeting multiple enemies with this power (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. This weapon cannot hold more than six rounds unless it also has the Ammo Capacity quality. Weapons with the Spread quality cannot also have the Automatic or Long Range qualities.

 

  • Staking: When fighting a vampire who has damage in her Incapacitated wound track, you may use this weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver. A ranged weapon with the Staking quality requires both hands to wield and has an ammo capacity of 1. Further, ranged weapons with the Staking quality cannot benefit from qualities that increase ammo capacity.

 

  • Strange Composition: This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool.

 

Protective Gear

Unless otherwise modified by its equipment qualities, protective gear (or “armor”) provides no bonuses or advantages. A character can only wear one type of protective gear at a time, although that gear may provide up to two qualities. By default, protective gear is noticeable unless actively concealed under bulky outerwear, such as a trenchcoat, cloak, or heavy-weather clothing. Protective gear only functions when it is being worn. Removing or equipping protective gear requires three standard actions. When building a piece of protective gear, you may choose up to two qualities from the following list:

 

  • Ballistic: This type of protective gear applies a + 3 bonus to your defensive test pools when resisting ranged attacks. Further, it applies a +1 bonus to your defensive test pools when resisting Brawl or Melee attacks and Thrown weapons.

 

  • Chest Plate: This type of protective gear has a hardened piece of metal over your chest and another

over your upper back, effectively shielding your heart from damage. You cannot be targeted by the Pierce the Heart combat maneuver.

 

  • Concealable: This armor is small and form-fitting, designed to be worn under normal clothing. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the gear to be revealed. Protective gear with the Concealable quality cannot also have the Full Body quality.

 

  • Full Body: This type of protective gear applies a +3 bonus to pool comparisons for the purpose of avoiding exceptional successes from Brawl, Melee, or Firearms attacks. However, Full Body armor is extremely obvious and cannot be covered with bulky outerwear. Anyone glancing at you can easily tell you’re wearing this type of protective gear.

 

  • Hardened: This type of protective gear applies a +3 bonus to your defensive test pools when resisting Brawl or Melee attacks and thrown weapons. Further, it applies a +1 bonus to your defensive test pools when resisting ranged attacks.

 

  • HazMat: This quality indicates that the equipment is specifically designed to shield against a certain type of hazardous environment. When you create this armor, choose one perilous circumstance, such as heat, methane gas, or deep-water pressure. While wearing this gear, you are protected from this type of environmental hazard. (Storytellers should use common sense as to the limitations of this quality.) Note that HazMat gear isn’t designed for combat use. If you are successfully hit with a piercing or slashing attack, such as bullets, claws, or swords, the HazMat protection stops functioning until the gear is repaired.

 

  • Impact Absorption: You are not affected by the Knockback quality of ranged weapons, and you are unaffected by the Knock Out or Knock Down combat maneuvers.

 

  • Rugged: This quality indicates that the gear is particularly hardy and capable of absorbing damage. The first time you are hit by a Physical attack while wearing this armor, the damage dealt by that attack is reduced by 2 points. This reduction occurs before reduction caused by Fortitude or similar supernatural powers applies. Rugged armor can absorb normal or aggravated damage. The player wearing the armor may choose which damage is absorbed, if more than 2 points are dealt. Once expended, rugged armor must be repaired or replaced before this effect can be used again.

 

Miscellaneous Gear

Miscellaneous gear is non-combat equipment that may be used in other types of opposed challenges. This category of equipment includes items such as musical instruments, computers, crafts-making tools, or scientific equipment, as well as many other things. Bonuses provided by miscellaneous gear cannot be used in any sort of combat challenge. You cannot gain bonuses from more than one piece of miscellaneous gear at a time.

When building a piece of miscellaneous gear, you may choose up to two qualities from the following list:

 

  • Antique: This item was created generations ago. While it may have some minor negatives (it may be more fragile or more difficult to use), it is also rarely considered useful. You can usually convince mortals that the item is nonfunctional, purely prop or artistic, and thus can more easily smuggle it into otherwise restricted areas. An item with this quality sells for three times normal value.

 

  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.

 

  • Concealable: This item is unusually small for its type, and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this item is impossible to notice. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the item to be revealed.

 

  • Customized: This piece of equipment is specifically customized to give you a bonus in a specific circumstance, which must be narrower than the overall utility of a single skill. For example, your computer might be customized for hacking, defended against virtual intruders, or optimized for graphic design. When using a piece of customized gear in this specific circumstance, you receive a +2 bonus in that challenge. This bonus does not stack with the bonus granted by the Superior quality, although an item can possess both qualities; your computer could gain a +1 Superior wild card bonus for general usage or instead gain a +2 for being Customized in specific hacking challenges. You cannot benefit from the Customized quality if you do not have the appropriate skill to perform the related task.

 

  • Flashy: This piece of gear is curious and notable, gaining attention easily. When you are using this gear, it may distract nearby individuals, causing them to forget to ask other questions or be unable to concentrate on what you are saying or doing. While this is not a supernatural effect, such items can be very useful in redirecting the attention of mortals so they do not notice nearby breaches of the Masquerade.

 

  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. Adding the Masterwork quality in this manner does not consume a quality slot. An item with this quality sells for five times normal value.

 

  • Nondescript: This item is somewhat common to look at, with no particular distinguishing features and no signs of exceptional quality or value. When other things around it are stolen or destroyed by random causality, this particular item has a way of avoiding notice and managing to remain completely overlooked.

 

  • Priceless: This is a Unique, or long lost item. This item’s rarity increases it’s value, particularly to individuals or organizations with an interest in like items. Forbidden Tombs, Religious relics, ancient lost lore and the like. An item with this quality sells for 10 times normal value.

 

  • Secure: This item is exceptionally hard to compromise. If it has a lock, hidden compartment, computer protocols, or other protective functions, the item gains a +3 wild card bonus to resist all attempts to discover or gain access to the secure area.

 

  • Streamlined: This piece of equipment is optimized to perform its function faster than most tools of its type. When using this item for its intended purpose, you can use a simple action to perform a test that would ordinarily take a standard action to complete, or you can finish a downtime task in half the time the task would ordinarily require.

 

  • Stylish: Your equipment, clothing, or other gear is stylish, expensive-looking, and utterly cutting-edge. Those who recognize and value such items will consider you very important, and they are more likely to allow you access to reserved seating, restricted areas, or private rooms. They may also give you the benefit of the doubt, allow you to bypass lines, or attempt to impress you. At the Storyteller’s discretion, stylish equipment can reduce the difficulty of feeding, effectively granting you an additional level of Herd (maximum 6).

 

  • Sturdy: This item is a particularly solidly-built object of its type. While other items shatter if they take a significant impact, this item can suffer 5 health levels of damage before becoming nonfunctional.

 

  • Superior: This piece of equipment gives you a +1  wild card bonus to your test pool when used for its intended purpose. For example, a Superior set of lock-picks gives you a +1 bonus when using the Security skill to pick a lock. A Superior computer gives you a +1 bonus when performing any standard Computer skill test. You cannot benefit from the Superior quality if you do not have the appropriate skill to use this item. This quality may be applied multiple times to a single item.

  • Valuable: This is a rare, hard to find item. This item’s rarity increases it’s value, particularly to individuals or organizations with an interest in like items. Rare Tombs, native artifacts, ancient sonnets and the like. An item with this quality sells for five times normal value

 

Fetishes

Using Fetishes

With the exception of talens, all fetishes (standard fetishes and weapon fetishes) must be activated prior to making use of the fetishes’ magical properties. Their mundane properties, however, remain active at all times. A fetish knife is still sharp, even without activation, and a fetish suit of armor still offers some protection if worn.

Attunement

The spirits that power fetishes are unique; even two fetishes with the same qualities have their own particular quirks of operation. A Garou must take time to learn to use a fetish correctly, in a way that honors the spirit dedicated to its function. This is done through attunement.

The act of attuning a fetish involves a period of prolonged meditation, during which the werewolf and the spirit align their spiritual energies. Attunement must occur between game sessions, but does not require a downtime action.

Once attuned, the werewolf becomes aware of a fetish’s cantrips and qualities. For the purpose of a power’s function, the most recent person to have attuned with the fetish is considered its owner.

The total point value of fetishes attuned cannot exceed a player-character’s number of dots of the Fetish background. For details on the Fetish background, see Chapter Four: Character Creation, Step Eight: Assign Initial Backgrounds, Background Descriptions, Fetishes, page 195.

Attunement of a Blood Fetter is in many ways simpler than that of a Fetish. Over the course of three nights the Kindred must spill blood upon the Blood Fetish effectively Blood Bonding it. At this time the Regnant becomes aware of any Bans the item possesses. Unlike Fetishes, Blood Fetters are not so easily shared. Only one Kindred my hold Regency over a Blood Fetish, any others wishing to use it must overpower the will of the owner. Each night of the bonding they must win a Social (attribute) + Occult (skill) vs Social + Willpower of the Blood Fetter Owner

 

Attuned Activation

A Garou who has attuned to a fetish or weapon fetish can activate it by spending 1 point of Gnosis/Blood/Pathos and by expending a simple action to touch it, awakening the spirit within. The fetish remains active for 1 hour, during which the individual to whom it is attuned (and only that individual) can make full use of its fetish qualities. It may also have other immediate effects, such as healing or Gnosis restoration, which are permanent.

In the case of Blood Fetters it is not so much creating a rapport with the spirit within as establishing dominance over the Blood within. A Kindred who has attuned with a Blood Fetter may activate it by spending 1 point of Vitae and expending a simple action. The Blood Fetter remains active for 1 hour, during which the Vampire or Ghoul may make full use of its qualities.

 

Unattuned Activation

Alternatively, a werewolf who is not attuned to a fetish can activate it by spending 3 points of Gnosis/Blood/Pathos  and a simple action, forcefully awakening the spirit inside. Doing this allows her full use of the fetish for five turns. Activating a fetish in this manner, however, is considered extremely disrespectful to the spirits, justifiable only in pressing circumstances.

Activating a Spirit fetish in this way earns the user the flaw Spirit Notoriety (see Chapter Six: Merits and Flaws, Flaws, Spirit Notoriety, page 327).

Using a Blood Fetter you have not attuned however is not so easy. Three points of Vitae must be spilled on the Fetter and then a contest of wills ensues. The user must win a Social (attribute) + Occult  (skill) Vs Social + Willpower of the Blood Fetter Unless otherwise listed assume 10+ Twice the Blood Fetter value. Success bends the Blood Fetter to your will for 5 rounds.

 

Weapon Fetishes

Weapons that are made into fetishes gain access to a powerful set of effects. While a user must activate a weapon fetish to make use of its fetish qualities, its mundane qualities still function even if the item is not activated; a fetish sword remains sharp, and a fetish bow still fires arrows. Ranged weapons, such as a gun or a bow, can be made into weapon fetishes, but ammunition cannot. Fetish points from weapon fetishes may be spent on standard fetish qualities in addition to weapon fetish qualities.

The use of any weapon fetish to fight in a non-lethal altercation is considered especially grave among Garou, who reserve such weapons only for lethal combat or serious duels. Brandishing a weapon fetish to intimidate someone outside of structured combat is a form of social aggression and may initiate a Staredown challenge. Additional information about initiating a Staredown can be found in Chapter Nine: Social Systems: Challenges: Staredowns, page 427.

Sorcerous Attacks

A Sorcerous Attack is a characterized by a discharge of magical energy. This attack can take a variety of forms, such as a blast of ice, a fiery discharge, or a wave of force. Making a Sorcerous Attack requires a weapon fetish with the Sorcerous cantrip. Once activated, these fetishes are able to make an attack from range. The user can target anyone within her field of vision using her Mental attribute + Occult skill versus the target’s Physical attribute + Dodge skill. By default, successful Sorcerous Attacks inflict 1 point of damage and incorporate the weapon’s fetish qualities as part of the attack. They also incorporate the item’s mundane qualities, if applicable. If an exceptional success is scored, the attack does an additional point of damage.

As attacks made with the Sorcerous quality do not count as Unarmed, Melee, Firearms, or Thrown attacks, the Ballistic, Hardened, and Full Body defensive qualities do not provide a defense against them.

Hexing Attacks

A Hexing Attack is characterized by the infliction of a powerful curse. This attack can take a variety of forms, such as a voodoo doll, an enchanted holy symbol, or a cursed idol. Making a Hexing Attack requires a weapon fetish with the Hexing cantrip. Once activated, these fetishes are able to inflict their harmful qualities via a powerful curse at range. This action involves brandishing the weapon fetish at the target in a display of power. The user can target anyone within her field of vision using her Social attribute + Occult skill versus the target’s Social attribute + Willpower. Hexing attacks do not cause damage, but do inflict the weapon’s fetish qualities as part of the attack, and they also incorporate the item’s mundane qualities, if applicable. If an exceptional success is scored, the effects of the negative qualities are doubled during the standard duration of the effect. For example, if a weapon fetish had a quality that would cause a -2 penalty to her target’s initiative for the next round, it instead causes a -4 penalty to initiative for the next round, as a result of the exceptional success.

 

Cantrip Qualities

Cantrips are creative quirks and minor enchantments that a creator can use to personalize her fetish. Each fetish or weapon fetish may be created with a number of cantrips, depending on its level. Additional cantrips can be purchased with the Additional Cantrip quality.

When selecting a cantrip, choose from the following list:

  • Aesthetic: The process of bonding the spirit to the fetish has imbued the object with a special beauty or allure to the senses that it retains even when it is not activated. A fetish harp may sound especially beautiful, or a talen drought of wine may carry a superb taste.  This experience is sufficient to trigger the clan flaw of Toreador vampires.

 

  • Anonymous: The spirit inhabiting the fetish is deceived as part of the fetish’s creation, and retains no memory of the creator. This means that someone using the gift Forge of the Fetish cannot determine the identity of the creator of this fetish.

 

  • Bonded: Once this fetish has been attuned, its owner can locate it up to one mile away. If another user attunes the fetish, this ability lingers for another three months. This is an exception to the requirement that fetishes be activated before their qualities can be used.

 

  • Ceremonial: This item has been specially prepared to assist its user in conducting rites. Whenever it is used as part of a rite ceremony, its user receives a +2 wild card bonus to her test pool in any Rites challenge.

 

  • Crystalline: The item takes on a composition that would be impossible under the normal laws of nature. Even compositions as fantastical as crystallized moonlight or solidified shadow are within the realm of possibility, provided they’re complimentary to the fetish and the original nature of the item. One of the item’s mundane qualities can be switched for Strange Composition, even if it is normally not allowed for that item type. Fetishes created with this cantrip are considered a stable form of whatever their substance is. Weapon fetishes with this cantrip do not cause aggravated damage unless additional qualities are purchased (such as Strange Composition or Aggravated), even if the substance from which they are made normally causes aggravated damage or if it is used against creatures who normally take aggravated damage from that substance.

 

  • Eerie: The fetish has an odd or otherworldly property to its function, which appears as strange or unnatural.  A statue may cry tears on the anniversary of a great battle, or a weapon may possess an otherworldly glow.  In the case of talens, this cantrip can also grant an unusual effect to the user, such as turning their skin bright red, though these effects are not sufficient to serve as a disguise. Overt or impressive effects may pose a danger to the Veil.

 

  • Epic: In the martial culture of the Garou, truly powerful weapons command a special respect. Choose a type of Renown at creation. Once this fetish is attuned to the user, she receives a bonus trait of the chosen type of Renown whenever she bears it. The bonus trait is spent identically and is subject to the same restrictions as Innate Renown. Only level 4 and level 5 weapon fetishes can possess this quality (see Fetishes: Weapon Fetishes, Klaives and Tribal Weapons, page 722).

 

  • Exclusive: The fetish can only be attuned by members of a certain tribe, Fera type, or biological bloodline chosen at creation. Alternatively, the fetish can only be attuned under certain conditions, such as if the previous user is slain, or by devout followers of a particular totem. This cantrip cannot be selected for talens.

 

  • Hexing: Imbuing an item with this cantrip turns it into a weapon capable of delivering a powerful curse. You can use the fetish to make Hexing Attacks, inflicting its qualities with every successful attack. (See Fetishes: Weapon Fetishes, Hexing Attacks, page 721).

 

  • Named: The fetish bears an unalterable mark of its identity: either its own name or that of its owner.  The specific mark cannot be counterfeited, making the item easily identified. If the fetish is taken from its owner through the gift Taken the Forgotten or a comparable mind-altering power, the owner remembers the fetish is hers, though she may not remember the details of the theft.

 

  • Ornamental: This cantrip allows a piece of jewelry or ornamentation to function as a fetish, conferring a fetish quality directly to the user. For example, a set of bracers could grant the Full Body or Hazmat qualities, or a ring could give the user the Deadly quality. When activated, this fetish will either glow, hum, or reveal itself as overtly magical in some other way.

 

  • Supportive: An item with this cantrip can be activated to convey its effect or fetish qualities to a single willing individual or object within five steps of its wielder, instead of the user herself. A fetish can only convey the benefit of its qualities to a single individual at a time.  Should the fetish be reactivated, its user may choose a new target for its benefit, in which case, the previous benefits immediately end.

 

  • Sorcerous: Imbuing an item with this cantrip turns it into a weapon capable of a discharge of mystic energy. You can use the fetish to make Sorcerous Attacks, inflicting its qualities with every successful strike. (See Fetishes: Weapon Fetishes, Sorcerous Attacks, page 721.)

 

  • Synchronized: As part of its construction, this fetish is supernaturally connected to another fetish or place.  As part of that connection, the fetish exhibits a minor effect. A set of Klaives may glow or hum when in proximity to one another, a set of fetish radios may be able to communicate regardless of distance, or a pair of fetish boots may always know the way home. To have this quality, the connected objects must be created together, or in the case of a location, on site.

 

  • Utilitarian: This item can be used for an additional purpose beyond its mundane capabilities. For example, a lightning wand could charge your cell phone, a flat shield could turn into a cooking surface, or a fetish knife can indicate north when placed in water. The chosen function cannot be combat-related.

 

Talen Qualities

 

Every talen has a set of magical properties referred to as talen qualities. When a talen is created, its creator purchases qualities for the item, choosing the powers she wishes the talen to have. Each quality has a point cost according to its level. For example, a level 3 talen has 3 talen points. These could be spent in one of the following ways: three level 1 talen qualities, a level 2 and a level 1 talen quality, or a single level 3 talen quality.

 

When purchasing qualities for talens, choose from the following list:

 

Level 1 Talen Qualities – 1 Point

 

  • Additional Cantrips: The creator can select up to two additional cantrips for the item.

 

  • Conveying: When this talen is active, once per round, the user can take an additional step when she uses an action for movement. This talen quality can be selected multiple times, allowing the user to take additional steps. For example, if this talen quality is purchased three times, the user can take an additional one, two, or three bonus steps when she uses an action for movement, or she can save any number of them for subsequent movement actions in the same turn.

 

  • Divining: During creation, the creator chooses a mundane substance or phenomenon, such as water, gold, or radiation. Abstract concepts such as truth or corruption cannot be chosen. When activated, if the object or substance is within one mile, the object gives some sort of indication depending on its nature, leading the user to the nearest source of the chosen phenomenon.

 

  • Hazmat: As per the equipment quality Hazmat, page 709. Unlike the mundane quality, this quality does not cease if the user suffers damage.

 

  • Impact Absorption: As per the equipment quality Impact Absorption, page 710.

 

  • Purifying: When activated, this item removes any mundane or supernatural poison from a quantity of liquid placed within it, or in which it is placed, up to one gallon. Alternatively, it can be used to create a talen that ends the effects of any active mundane or supernatural poison.

 

  • Restorative: You can devote additional talen points to this quality. For each talen point you dedicate, this item heals 1 point of normal or aggravated damage when activated. This quality can only be activated once per hour.

 

  • Warded: When this talen is created, choose a single combat maneuver. When activated, this talen negates the effects of a single successful combat maneuver used against you, but not the damage the maneuver would have caused. When calculating damage, apply any penalties that would normally occur. A user can only benefit from a single use of this quality once per hour, even between different fetishes and/or talens.

 

Level 2 Talen Qualities – 2 Points

 

  • Accurate: As per the equipment quality Accurate, page 706.

 

  • Armor Piercing: As per the equipment quality Armor Piercing, page 706.

 

  • Ballistic: As per the equipment quality Ballistic, page 709. This quality can be overcome by the Armor Piercing quality.

 

  • Brutal: As per the equipment quality Brutal, page 706.

 

  • Deadly: As per the equipment quality Deadly, page 706.

 

  • Captivating: Spirits of a single affinity (Weaver, Wyrm, or Wyld) or animals of a single type find this talen irresistible. Once activated, any of these creatures or spirits that are located within 100 feet of you must spend a point of Willpower to act normally for the next hour. Otherwise, they must spend at least one action each round moving towards the talen, stopping to cluster three steps away from it.

 

  • Hardened: As per the equipment quality Hardened, page 709. This quality can be overcome by the Armor Piercing quality.

 

  • Repulsive: Spirits of a single affinity (Weaver, Wyrm, or Wyld) or animals of a single type find this talen detestable. Once activated, spirits within 100 feet must spend a point of Willpower to act normally for the next hour. Otherwise, they must spend at least one action each turn moving away from the talen until they are 100 feet away.

 

  • Shielded: When this talen is created, choose a mundane element or type of energy, such as fire, electricity, or radiation. When activated, this talen negates the effects of a single successful attack of that type used against you, even if the source is supernatural, such as the gift Electroshock. A user can only benefit from a single use of this quality once per hour, even between different fetishes and/or talens.

 

Level 3 Talen Qualities – 3 Points

 

  • Masquerading: When the talen is created, choose a specific creature or spirit type, such as human, vampire, or Weaver spirit. When activated, this talen allows the user to appear indistinguishable from that selected spirit or creature type for one hour. While the talen does not grant any of the powers of the spirit or creature, the user appears as genuine to all forms of mundane and supernatural detection.

 

  • Fast: As per the equipment quality Fast, page 706.

 

  • Full Body: As per the equipment quality Full Body, page 709. This quality can be overcome by the Armor Piercing quality.

 

  • Knockback: As per the equipment quality Knockback, page 708.

 

Fetish Qualities

 

Every fetish has magical properties referred to as fetish qualities. When a fetish is created, its creator purchases fetish qualities for the item, choosing the powers she wishes the fetish to have. Each fetish quality has a point cost according to its level. For example, a level 3 fetish has 3 fetish points.

These could be spent one of the following ways: three level 1 fetish qualities, a level 2 and a level 1 fetish quality, or a single level 3 fetish quality.

When purchasing qualities for a fetish, choose from the following list:

 

Level 1 Fetish Qualities – 1 Point

 

  • Abundant: This fetish has the capacity to store 1 point of Gnosis. If the user is attuned to the fetish, she can activate it to add to or withdraw the Gnosis at a rate of 1 Gnosis per simple action. Activating the fetish to withdraw its energy does not require the expenditure of Gnosis, but the user must spend her Gnosis to add it to the fetish’s store. This quality can be selected multiple times; each selection increases the storage capacity of the item by 1 point.

 

  • Additional Cantrips: The creator can select up to two additional cantrips for the item.

 

  • Conveying: With this fetish active, once per round, the user can take an additional step when she uses an action for movement. This fetish quality can be purchased multiple times, allowing the user to take additional steps. For example, if this fetish quality is purchased three times, the user can take an additional one, two, or three bonus steps when she uses an action for movement, or she can save any number of them for subsequent movement actions in the same turn.

 

  • Divining: During creation, the creator chooses a mundane substance or phenomenon, such as water, gold, or radiation. Abstract concepts such as truth or corruption cannot be chosen. When activated, if the object or substance is within one mile, the object gives some sort of indication, depending on its nature, leading the user to the nearest source of the chosen phenomenon.

 

  • Insulated: This item is immune to the gifts Jam Technology and Ghost in the Machine. You can only assign this fetish quality to machines and electronic devices.

 

  • Perpetual: Once activated, this fetish continues to carry out its mundane mechanical function without depleting its fuel source. If the object requires any sort of mundane fuel, as long as it has some when activated, it continues to function. This quality has no effect on objects that do not require fuel, and it cannot support biological processes, such as digestion or fermentation.

 

  • Purifying: When activated, this fetish removes any mundane or supernatural poison from a quantity of liquid placed within it, or in which it is placed, up to one gallon. Alternatively, it can be used to end the effects of any mundane or supernatural poison active upon the user.

 

  • Restorative: You can devote additional fetish points to this quality. Once this fetish is activated, you can use it to heal 1 point of normal or aggravated damage. You can target yourself or another target located within one step of your location. You can use this quality this at any time without spending an action. This quality can only be used once per hour for each fetish point invested.

 

  • Warded: When this fetish is created, choose a single combat maneuver. When activated, this fetish negates the effects of a single successful combat maneuver used against you; however, you still receive any damage the successful maneuver would have caused, if any. A user can only benefit from a single use of this quality once per hour, even between different fetishes and/or talens.

 

Level 2 Fetish Qualities – 2 Points

 

  • Captivating: Spirits of a single affinity (Weaver, Wyrm, or Wyld) or animals of a single type find this fetish irresistible. Once activated, any of the creatures or spirits chosen that are located within 100 feet of you must spend a point of Willpower to act normally for the next hour. Otherwise they spend at least one action each round moving towards the fetish, stopping to cluster three steps away from it.

 

  • Exceptional: This fetish gains one of the following mundane qualities at creation: Ballistic, Hardened, Hazmat, Impact Absorption, Nondescript, or Secure. The quality chosen cannot be one that the fetish already possesses. See Protective Gear and Miscellaneous Gear, pages 709-710.

 

  • Repulsive: Spirits of a single affinity (Weaver, Wyrm, or Wyld) or animals of a single type find this fetish detestable. Once activated, spirits or creatures of that type located within 100 feet of you must spend a point of Willpower to act normally for the next hour. Otherwise, they must spend at least one action each turn moving away from the fetish until they are 100 feet away.

 

  • Shielded: When this fetish is created, choose a mundane element or type of energy, such as fire, electricity, or radiation. When activated, this fetish negates the effects of a single successful attack of that type used against you, even if the source is supernatural, such as the gift Electroshock. A user can only benefit from a single use of this quality once per hour, even between different fetishes and/or talens.

 

Level 3 Fetish Qualities – 3 Points

 

  • Baleful: The wielder of this fetish inspires doubt and uncertainty. She cannot be the target of a Physical attack unless the challenger spends a point of Willpower. If the Willpower point is spent, this fetish does not prevent the challenger from physically attacking the user for the next hour, even if the fetish is reactivated within that time. The wielder of this weapon may still be targeted by non-Physical attacks without requiring that the challenger spend a point of Willpower.

 

  • Full Body: As per the equipment quality Full Body, page 709. This quality can be overcome by the Armor Piercing quality.

 

  • Masquerading: When this fetish is created, choose a specific creature or spirit type, such as human, vampire, or Weaver spirit. When activated, this fetish allows the user to appear indistinguishable from that specific spirit or creature type for one hour. While the fetish does not grant any of the powers of the spirit or creature, the user appears as genuine to all forms of mundane and supernatural detection.

 

  • Negating: When this fetish is created, choose a skill, such as Intimidation, Animal Ken, or Occult. When activated, this fetish negates the effects of a single successful opposed challenge of that type used against you. A user can only benefit from a single use of this quality once per game session, even between different fetishes and/or talens.

 

Weapon Qualities

 

Every weapon fetish has magical properties referred to as weapon fetish qualities. When a weapon fetish is created, its creator purchases qualities for the item, choosing the powers she wishes the weapon fetish to have. Each quality has a point cost according to its level. For example, a level 3 weapon fetish has 3 fetish points. These could be spent one of the following ways: three level 1 fetish qualities, a level 2 and a level 1 fetish quality, or a single level 3 fetish quality.

When purchasing weapon qualities, choose from the following list:

 

Level 1 Weapon Fetish Qualities – 1 Point

 

  • Additional Cantrips: The creator can select up to two additional cantrips for the item.

 

  • Aggravated: All damage from this weapon is aggravated.

 

  • Draining: Once per turn, after successfully damaging a target, the weapon heals its wielder for 1 point of normal damage.

 

  • Encumbering: You can devote additional fetish points to this quality. When you successfully strike a target with this weapon, she receives a -2 penalty to her next turn’s initiative for each point invested. Multiple applications of this effect are not cumulative.

 

  • Forceful: The use of this weapon generates a powerful wave of force, allowing melee weapons to attack from a distance, conveying their full effects and qualities.  You can devote additional weapon fetish points to this quality. For each point invested, this weapon can attack from an additional two steps away. This weapon fetish quality is cumulative with the Reach quality.

 

  • Harrying: A target struck by this weapon takes one fewer step the next time she spends an action to move.  Multiple applications of this effect are not cumulative; a target can move again normally after she spends one penalized action for movement.

 

  • Insulated: This item is immune to the gifts Jam Technology and Ghost in the Machine. You can only apply this fetish quality to machines, such as guns and electronic devices.

 

  • Returning: This fetish can be instantly returned to its owner’s grasp by expending a standard action, at a range of up to one mile. It also gains the Quick Draw quality.

 

  • Skillful: Choose a single combat maneuver during creation. Once per hour, the user can perform that combat maneuver without spending Willpower.

 

  • Unbreakable: Both mundane and supernatural effects are unable to break this item or compromise its physical integrity. This quality is always active, even if the fetish is not active.

 

Level 2 Weapon Fetish Qualities – 2 Points

 

  • Avenging: Choose an affinity upon creation: Weaver, Wyrm, or Wyld. When targeting opponents of that affinity, this weapon deals an additional point of damage.

 

  • Disruptive: Choose a single attribute category for this weapon fetish quality during creation. Targets struck by this weapon suffer a -1 penalty to test pools that involve the chosen attribute category until the end of their next turn. Multiple applications of this quality affecting the same attribute are not cumulative.

 

  • Exceptional: This weapon gains one of the following qualities at creation: Accurate, Armor Piercing, Brutal, Deadly, Rapid Reload, or Fast. The quality chosen cannot be one that the weapon already possesses.

 

  • Painful: This weapon always inflicts 2 points of base damage when it successfully hits its target. This damage cannot be increased by bonuses such as Rage or exceptional successes, or reduced by powers such as Fortitude or Aegis of Rage. This quality has no effect if the weapon is being utilized as part of a combat maneuver. The Rugged quality functions normally against this quality, incurring 2 points of damage against the bonus health levels when struck. This quality’s benefit cannot be combined with a Hexing attack.

 

  • Unerring: This quality can only be applied to firearm and projectile weapons. Once per round, you can activate this quality by spending 1 point of Gnosis. This is an exception to the rule that allows you the use of a fetish’s qualities through normal activation. When this quality is active, the next attack made with this weapon automatically achieves a normal success. This success cannot be upgraded to an exceptional success through the use of any additional effects or powers.

 

Level 3 Weapon Fetish Qualities – 3 Points

 

  • Devouring: Targets struck by this weapon lose 1 point of Gnosis, Blood, Glamour, or other resource appropriate to their creature type. Should a target possess multiple types of these energies, she loses 1 point of each.

 

  • Knockback: This weapon inflicts a serious amount of impact on its target. On a successful attack with this weapon, the attacker may choose to move her target up to two steps away from the point of impact. In addition, targets that are not Stamina-focused are knocked prone.

 

  • Pacifying: Targets struck by this weapon lose a single point of Rage. A target can only be affected by this quality once per turn, regardless of the number of times she is hit with a Pacifying weapon in each turn.

 

  • Sundering: If you achieve an exceptional success while using this weapon, you may choose to render inoperable either the weapon your opponent is carrying, or the armor she is wearing. Anyone seeking to repair the object must expend a downtime action and succeed in a static challenge using her Physical attribute + Crafts skill versus the attacker’s Physical attribute to repair it. If the weapon or piece of armor chosen has the Unbreakable quality, this quality has no effect. This quality cannot be used in conjunction with Hexing or Sorcerous attacks.