Author Topic: Fetish Creation: Born in Vulcan's Fires  (Read 66 times)

0 Members and 1 Guest are viewing this topic.

Hunter

  • Moderator
  • Newcomer
  • *
  • Posts: 12
  • REP: +1/-0
    • View Profile
Fetish Creation: Born in Vulcan's Fires
« on: January 31, 2020, 12:42:30 PM »
Born in Vulcan's Fires

Fetishes are many things. One thing they are, however is that they are fickle; objects given life through the interference of something that is not quite welcome in the human world as is. They are wonderful, spiritual and most importantly; alive. Consult your Werewolf Storyteller for any Fetish you create, no matter if it is a Magpie's Swag or a Time Piece. Custom fetishes will also make an appearance in the near future, but as of now whenever you make a custom fetish, run it over with your Werewolf Storyteller to figure out the mechanics and statistics.

PART I: Assembling Fetish Materials

CHOICE A: The Appraiser's Eye
Finding an appropriate object is mostly a matter of shopping around and hacving an appraiser's eye. Roll Wits + an Ability appropriate to the object being searched for. As an example, looking for a good sword would come under the Melee ability, while a good flute would fall to Performance. The difficulty of the roll depends on the rarity of the object:
  • Something you can find in an average mall would be 5.
  • Something you find in specialty shops would be 7.
  • Something that is truly exotic would be 9.
These do not reflect so much the difficulty in finding any such object, all that requires is a lot of hard work and research. Rather, this reflects the difficulty of finding a good example of the object; the rarer the item, the more likely you'll have to settle for what you find. Finding a good item is essential - if the Wits roll gets less successes than the Level of the Fetish, then few spirits will even bother negotiating to enter it (systematically, represent this with a +2 difficulty added to the Rite of the Fetish; a spirit is less likely to enter a crude bell than it would a masterworked rendition of the same object).

You may roll the Wits + Ability action once every scene, and only to the scene in which it is the primary focus. Another roll cannot be made in the same day by the same person, unless the character enlists the help of another person. With another person's aid, their successes add to the overall value - however, if the person rolls a BOTCH, reduce the overall value of successes by the number of 1's rolled.

Finding someone to make an item for you is more a matter of knowing this in the field rather than the field itself. Rolling Allies, Contacts and Kinfolk is the easiest way to do this, with the difficulty the rarity of the item listed above. Every two successes on this roll reduces the difficulty of the Wits + Ability roll by 1.

CHOICE B: Stoking the Mind's Fabric

Making the object yourself is a straight Wits + Crafts roll, with a difficulty set by the Storyteller depending on the complexity of the object. You are also entitled to receive bonuses based on the associated Abilities; for example, a Garou with Melee 5 will have an easier time crafting a good sword than an untrained klutz - he knows precisely the length and balance that suits his hand, and can work accordingly.

PART II: Preparing the Object

Even after an object has been properly crafted and decorated, an object simply can't be presented to a spirit with the words "Hop in." Instead, fetish creators subject the object to a series of minor rituals in order to facilitate the entry of the spirit into the object. Much in the same way water can channel electricity, these preparations act as a conductor for the spirit, channeling it into the fetish.

These rituals vary from tribe to tribe and breed to breed, but all have the basic goal of attempting to expose the fetish to the elements that the creator believes will make the fetish more attractive to the spirits. Some Uktena bury their fetishes in animals' bodies for several days before bringing them to the Rite of the Fetish, in order to give them a smell of death that the sort of spirits they tend to use will appreciate. At the other end of the extreme, the Children of Gaia might carry the object they will make a fetish from over their heart for a full year in order to give it an aura of life. Glass Walkers send the item around the sept (and if possible to other septs) for their tribemates to approve. The approval is a only a rubber stamp, but it validates the object as worthy of the spirit. And the Get of Fenris might subject their objects to all sorts of rough treatment, such as exposing it to the desert sun, or throwing it down a rocky waterfall. Many objects break from this treatment, but the Get can hold those that survive before any spirit and state with conviction that this is an object of fine strength, such that any spirit would be honored to be a part of it. To do so otherwise would be to break tradition; and doing so may risk their tribemate's wrath.

System: There are no bonuses for the testing of the object; there is, however a penalty for refusing to follow through with this step. If the ritemaster does not follow through with this phase, the Rite of the Fetish increases by +1 difficulty as the spirit is reluctant to enter a vessel which, in their ideology is nothing short of a second-hand thought. If the Garou does not accept the Fetish as a brother or sister, then so too will the spirit be equally distant.

PART III: Preparing Oneself

In similar fashion, most fetish creators spend time preparing themselves for the process of creating a fetish. The logic is that they will be interacting with a spirit in a very difficult negotiation - they are asking a spirit to give up a long time in its life in order to assist them with one specific task. Any edge that can be gained is worthwhile, so purifying and preparing oneself makes just as much sense as purifying and preparing the object. Many tribes differ on how they prepare oneself; a Silver Fang striving for their Klaive may press the silver of the blade on their chest as ritualistic and purified water is poured onto their wounds, while a Child of Gaia aspiring for their Harmony Flute may delve themselves deep in the symphonies of calm instrumental classics, using the waters never plagued to clear their throat of all impurities. Whatever this step is, it is inherently quintessential in the Rite of the Fetish.

System: A particularly successful Rite of the Cleansing lowers the difficulty of the Rite of the Fetish later on. The difficulty is lowered by 1 for every success rolled over the level of the Fetish created, to a maximum of -2. Creative variations on this rite is also rewarded by dropping the difficulty on the Rite of the Fetish by -1. If, for some reason - the Garou does not perform this part of the Rite of Cleansing, it is increased by +1 difficulty as the spirit finds the Garou's inherent reluctance to honor their service unpleasantly mortifying.

PART IV: Contacting the Spirit

Once so committed, the creator moves toward finding the sort of spirit that they will need to complete the fetish. There are two ways to go about this: Rite of the Summoning, or a spirit quest.

The advantages of a Rite of Summoning are that it is both quick and efficient. The ritualist merely needs to name which spirit he wants to bind into the fetish, perform the rite, and wait until the spirit finds them. In nearly all cases, this is the preferred method for finding the spirit needed for a fetish. Though some Garou argue that a spirit quest is preferable since it ensures you won't anger the spirit by summoning it, this tends to be an arguement favored by more amateurs than elders. The spirits used in fetishes are Gafflings, ever so rarely Jaggling, and these spirits are easy to summon without offense. Furthermore, the length of time taken just to reach this point in making the fetish means there's just no point in rushing the Rite of Summoning, and so it's trivially easy to make sure it's done right. (In game terms, the Rite of Summoning in this case rarely has a difficulty of more than 5 to begin with, and there's almost never it can't be brought down to 3 by spending two additional hours on it.)

The arguements for making a spirit quest is mostly if the fetish creator doesn't know the Rite of Summoning, and many Garou are of the opinion that frankly, the correct procedure in this event is not to begin a spirit quest but rather learn the Rite of Summoning. Some prefer to forge ahead on a spirit quest anyway, some from impatience, some from necessity (there are certainly times when a fetish needs to be completed as quickly as possible) and a very few from machismo. These last feel that just summoning a spirit is cheating; a proper fetish should have the spirit searched for and found in the exact same way the object itself is. The one other reason why a spirit quest is sometimes seen as a useful choice is when a very specific spirit is required for the fetish, such as the spirit of a single, particular tree in Brazil. Needless to say, this is such a rare situation that spirit quests are common only when the fetish in question is meant to be a powerful one empowered by a powerful spirit.

System: As with the Rite of Cleansing (Part III: Preparing Oneself), this can be handled using the rules for the Rite of Summoning. However, there is one important rule - as it is very easy to obtain 4 or 5 successes, rolling well does not confer bonuses. Rolling poorly however, does. Should only 1 or 2 successes be rolled, the difficulty for the Rite of the Fetish goes up by one.

PART V: The Rite of the Fetish

After all that goes before, the Rite of the Fetish itself is almost an anti-climax, but the emphasis is on the word "almost." For the creator, this is the moment of anxiety, even terror. They have devoted weeks, months, perhaps years in some cases, toward this moment, and there is every chance that it will be all wasted in an instant.

This is where Final Nights Roleplay deviates from the usual Rite of the Fetish mechanics. The Optional Rule: Extended Rite of the Fetish is in effect.

The rules for the Rite of Fetish in the Werewolf core book are very quick and to the point, designed for the most efficiency possible. You can make the fetish, the story isn't interrupted, and the game goes on. They are fantastic for when a fetish is an important step in the story. But what if you want to make the creation of the Fetish itself a story? These rules are designed to stretch out the Rite of the Fetish a little so that it can become the climax of a story.

System: These optional rules simulate the Rite of the Fetish with a Resisted and Extended test between the ritualist and the spirit.

The ritualist rolls Wits + Rituals, but this time with a difficulty of the spirit's Willpower. (Consult the Storyteller for the statistics of the spirit in question. Any modifiers based upon the quality of the object or any other preparation are counted for this extended roll.)

In return, the spirit rolls Gnosis with a difficulty of the ritualist's Charisma + the level of the fetish. (It's much harder for a spirit to turn down a chance to be in a grand, incredible fetish than in a standard run-of-the-mill one.)

The ritualist needs to gain a number of successes more than the spirit equal to the Level of the fetish being made. (So a Level 4 fetish will require the ritualist to roll four more successes than the spirit.)

The spirit needs to get a number of successes more than the ritualist equal to the ritualist's Charisma. (at which point the spirit presumably gets bored with the proceedings.)

What makes this more complicated is that every roll beyond the first in the extended roll must be earned by the ritualist by using a tactic (see below) in the negotiation. Any of the tactics discussed below are legitimate, as are any tricks the player can think of.

Finally, the ritualist can choose to "double up" on tactics in order to reduce the difficulty. Instead of just employing a taboo, they could offer two taboos. The first taboo earns the ritualist another roll, the second one drops the difficulty of that and all future rolls.

This continues until either the ritualist gains the needed advantage of successes (whereupon the fetish is created), the spirit does the same (in which case the spirit becomes bored and leaves) or negotiations stall, with the ritualist unable to think of a way to continue. (In which case, the spirit leaves.)
« Last Edit: January 31, 2020, 12:53:35 PM by Hunter »

Hunter

  • Moderator
  • Newcomer
  • *
  • Posts: 12
  • REP: +1/-0
    • View Profile
Re: Fetish Creation: Born in Vulcan's Fires
« Reply #1 on: January 31, 2020, 12:43:12 PM »
COMING SOON: Expanded Ritual Tactics

Hunter

  • Moderator
  • Newcomer
  • *
  • Posts: 12
  • REP: +1/-0
    • View Profile
Re: Fetish Creation: Born in Vulcan's Fires
« Reply #2 on: January 31, 2020, 12:44:10 PM »
COMING SOON: Solid Spirit Fetishes, Spirit-Birthed Fetishes and Multiple Spirit Fetishes