Fetishes

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Fetishes

Post  Wishbone on Sun May 20, 2012 12:31 pm

This isn't so much a "rules discussion" as a roleplaying discussion. It seems like a lot of people have different ideas about what goes into making a fetish--how long it should take, how hard it should be, and so forth. In particular, I think people who haven't played a lot of Werewolf may be unclear on exactly what goes into the making of a fetish, and why (for instance) it might be a bad idea to try to make two or three of them in the space of a month.

Would any ST be willing to share their thoughts and ideas on what is and isn't proper when making fetishes? If we're all on the same page, it's going to make things run much more smoothly, I think.

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Re: Fetishes

Post  Stbrian on Mon May 21, 2012 9:24 pm


As far as I know, we've always run it exactly the way it is written in Laws of the Wild. Step three requires one chop or two, I'm at work, but off the top of my head, I believe it is two chops.

Step 1 : Prepare Fetish.
- This takes three days of cleansing.

Step 2 : Summon or track down the Spirit and Convince it to work with you.
- Convince it, pass its test, bribe it or just beat it up.

Step 3 : Shove it into the Fetish.
- Requires success on two chops. Failing leads to the Spirit being irate at your incompetence. Otherwise, you have a Fetish. If you had to beat up the spirit to get it in there, the Fetish will not work until the Spirit has had time to regenerate its Essence.

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Re: Fetishes

Post  Ashmoore on Mon May 21, 2012 9:31 pm

I think Ben was referring more to your thoughts on the place of fetishes in garou culture, their spiritual significance and the importance of ritual in making them (that they are not just toys to be mass produced). But, also good to have mechanics.

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Re: Fetishes

Post  Stbrian on Mon May 21, 2012 9:33 pm

Well, I think that's very much up to individual characters. The only thing I have to add is:

(a) Rite of the Peacock, once a season *at minimum* is damn near required.
(b) Spirits don't like when you blow the Gnosis to activate them. It's seen as rude. Making the Gnosis chop is seen as more respectable.

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Re:Fetishs

Post  Robert McIntoch on Thu Dec 13, 2012 9:04 pm

I Was Wondering Being i Never Played a Thaurge before or made a Fetish can one make a fetish that not in any of the books?

i.e: a jug that has hony mead in it that is always full and can be used for healing wounds?
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Re: Fetishes

Post  STMatthew on Thu Dec 13, 2012 9:17 pm

No. You may not have a fetish that's always full and heals. Infinite sources of healing are ridiculously powerful.

Also, keep in mind fetishes take time to make, involve deeply working with the spirit to create their new home and appease them, work back and forth in negotiation to satisfy all parties.

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Re: Fetishes

Post  Scytheborn on Thu Dec 13, 2012 9:55 pm

What if the spirit inside the jar had 3 gnosis every month. It could spend 1 to refill the jar, and 1 for a heal. Maybe the jar holds enough water for 2 drinks? So, 2 heals maximum, but your spirit friend gets really annoyed at you for poking him so much.

That seems like a fetish that's actually pretty cool?

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Re: Fetishes

Post  Skippy Pathfinder on Thu Dec 13, 2012 10:27 pm

I was under the impression that fetishes had to be activated once per use of them? A weapon fetish has to be activated once per battle, a fetish that enslaves your mom has to be activated once per mom, etc.

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Re: Fetishes

Post  Stbrian on Thu Dec 13, 2012 10:36 pm

@Phil correct. We can go over fetishes again before session if people need some insight.

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