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Zero, right now I'm just working on a background, nevermind the statistics. I should have everything done by tonight, but if I do it'll be posted really really late.
Like 1:00am (my time) late. Which I think is 3:00am for you ... not too sure ... |
Well, what time is it for you right now, because here it's 11:00 PM on the dot.
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Is the sign up close to being ready (I know werewolf data is all up, but not sure about other races, but many people are making bios)?
And what are the level 3 and 2 fetish items that my guy is getting? |
Really?! 11:00pm?!
It's 8:00pm where I'm chilaxin. |
Level 3, a normal Klaive, with no enchantments. Good against other werewolves, but against other species it's no better then a normal knife. If you get a very high Glory and Honor (I think those are the two) rating, there is the chance I will upgrade it to a Grand Klaive. However, if you want that, you better pay attention to whatever notes are put up, either by me or someone else, on the Werewolf Code of Honor and follow it. Otherwise, it will just stay a silver knife basically.
I haven't decided on another yet. Any ideas on what you want? I get last say, and if you give a good but overpowered suggestion I'll notch the power down and give it to you, and no more weapons. EDIT: Yep, it's now 11:06 PM, so I should get working on my damn AP Government Research Paper soon... |
How about you just post a list of a bunch of level 1/2/3/4 fetishes and I'll choose what I want?
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Fetishes are ranked by level,corresponding to the Fetish
Background Trait.Characters with this Background may choose one or more of these items (up to their level in the Background). Again,remember that fetishes that require activation rolls (such as fang daggers and sanctuary chimes)cannot be used in the same turn that their wielder spends Rage. Storytellers should use the following list as a basis for creating their own fetishes,keeping in mind the information in Chapter Seven (Fetishes,p.240)and the Rites section of Chapter Four (Rite of the Fetish,p.161).Fetishes should be rare and cherished items that are uncommon among werewolves.Having too many fetishes present in a chronicle can give players a feeling that they need "magic items"to have powerful characters.A werewolf must rely first on her own claws and fangs to rend her prey. Apeskin Level One,Gnosis 6 This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who want to have an easier time hiding their true nature.When activated,the fetish — which takes the form of a scrap of ape (or human)skin tattooed with a glyph — makes a metis or lupus'Homid form identical to that of a homid Garou.While in Homid,the werewolf takes no special damage from silver (although it will still reduce her Gnosis),but he is not able to regenerate as usual.A homid ancestor-spirit must be bound into this fetish. Harmony Flute Level One,Gnosis 5 Carved from hickory,this small flute has many small feathers from songbirds decorating it.When activated and played (which requires a Performance roll),the flute emits an enchanting harmonious melody,reawakening ancient memo- ries of peace from the time before the Severing.When an aggressive creature hears the song,the Storyteller must make a successful Rage roll,or the creature ceases its struggles.Crea- tures without Rage may not resist the effects of the flute.Any being listening to the sound may still defend himself if he is attacked.The power of the flute affects only those listening to the music.Once the music stops,anything goes. To create a harmony flute,a Garou must bind a spirit of peace,calm or water,or he must bind a bird spirit. Spirit Tracer Level Two,Gnosis 5 This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit,the ingot pulls in that direction.This fetish works only for tracking spirits. To create a spirit tracer,one must bind a predator spirit or a spirit that has the Charm:Tracking into the ingot. Baneskin Level Three,Gnosis 7 This tiny piece of a Bane spirit is wrapped carefully in cloth and worn as an amulet.When activated,it causes all malevo- lent spirits,especially Banes,to react to the wearer as if she were a kindred soul — a "wolf in Bane's clothing,"as it were.If the wearer takes any action against her "fellow"Banes,the guise is broken immediately.These fetishes cannot fool Incarnae or mightier spirits. Fang Dagger Level Three,Gnosis 6 These daggers are always carved carefully from the tooth or tusk of a great beast.After striking an opponent,the werewolf can activate her weapon.If successful,the spirit trapped within the fang dagger "bites"deeper into the wound, doubling the number of successes on the damage roll.The damage is aggravated. To create a fang dagger,one must bind a snake-spirit or a spirit of war,pain or death into the blade. Phoebe's Veil Level Three,Gnosis 7 This fetish is a small,golden pendant in the shape of a half moon.These fetishes are usually worn around the neck,held by a strong leather thong.At night,when the pendant is acti- vated,the wearer vanishes completely for one minute per success.Neither mundane creatures nor spirits may sense her in any way except touch.The veil remains drawn until the time expires or the wearer removes it. To create this fetish,one must bind a Lune,a chameleon- spirit,a spirit of illusion or a spirit of shadow into the pendant. Sanctuary Chimes Level Three,Gnosis 6 When activated,this miniature tubular bell emits chimes into the wind.No spirit may materialize within 100 feet unless it is invited to do so.This fetish usually protects caerns or the homes of pregnant Kinfolk. To create sanctuary chimes,one must bind a spirit of protection or a turtle-spirit into the tubular bell. Klaive Level Four,Gnosis 6 The signature weapon of the werewolf race,klaives are fetish daggers of a singular design,made to be used in Homid and Crinos form alike.Klaives are rare weapons that are made from the purest silver.A werewolf who carries a klaive loses one point from his effective Gnosis rating,thanks to the silver.A war-spirit is usually bound into the klaive,allowing the weapon to inflict aggravated damage upon non-Garou foes.Without the spirit,a klaive does not inflict aggravated damage (at least, not to creatures that aren't vulnerable to silver).However,a Garou does not need to attune a klaive that has no spirit in it. Pulling a klaive on another werewolf is considered a grave action,for a klaive duel is almost always a duel to the death. Nonetheless,klaive duels among Garou are dangerously com- mon as the tension of the Final Days grows.Elders complain that too many of these sacred artifacts are in the hands of reckless youths who see nothing wrong with using them for everyday tasks.Young werewolves argue that too many klaives are kept hidden away for rituals and great quests instead of being used to slice the hearts out of their enemies. The difficulty to attack with a klaive is 6,and it inflicts Strength +2 damage.Because it is a silver weapon,werewolves may not soak this damage unless they are in their breed form. |
Is that level 4 Klaive the Klaive you've been mentioning, since there is no level 3 Klaive?
Also, I'm liking the Fang Dagger. Double damage is good... |
Hell that fang dagger is better than a klaive. Agg AND double damage.
and yeah the level 3 klaive would be the level 4 klaive. Level 3 was only a guess. EDIT: FZ what does the Gnosis trait on the fetishes mean? |
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